diff --git a/.gitignore b/.gitignore index 7c9eefc3..7f75213e 100644 --- a/.gitignore +++ b/.gitignore @@ -22,6 +22,9 @@ # virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml hs_err_pid* +# Mac-OS file +.DS_Store + # IDE Folders .idea/ .vs/ diff --git a/lang/en.json b/lang/en.json index 85553d21..1decdafc 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,6 +1,7 @@ { "ACTOR.TypeCharacter": "Player Character", "ACTOR.TypeNpc": "Non-Player Character", + "ACTOR.TypeStarship": "Starship", "ACTOR.TypeVehicle": "Vehicle", "ITEM.TypeArchetype": "Archetype", "ITEM.TypeBackground": "Background", @@ -8,15 +9,22 @@ "ITEM.TypeClass": "Class", "ITEM.TypeClassfeature": "Class Feature", "ITEM.TypeConsumable": "Consumable", + "ITEM.TypeDeployment": "Deployment", + "ITEM.TypeDeploymentfeature": "Deployment Feature", "ITEM.TypeEquipment": "Equipment", "ITEM.TypeFeat": "Feat", - "ITEM.TypeFightingmastery": "FightingMastery", + "ITEM.TypeFightingmastery": "Fighting Mastery", "ITEM.TypeFightingstyle": "Fighting Style", "ITEM.TypeLightsaberform": "Lightsaber Form", "ITEM.TypeLoot": "Loot", "ITEM.TypePower": "Power", "ITEM.TypeSpecies": "Species", + "ITEM.TypeStarshipfeature": "Starship Feature", + "ITEM.TypeStarshipfeaturePl": "Starship Features", + "ITEM.TypeStarshipmod": "Starship Modification", + "ITEM.TypeStarshipmodPl": "Starship Modifications", "ITEM.TypeTool": "Tool", + "ITEM.TypeVenture": "Venture", "ITEM.TypeWeapon": "Weapon", "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", @@ -35,11 +43,13 @@ "SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker", "SETTINGS.5eNoExpL": "Remove experience bars from character sheets.", "SETTINGS.5eNoExpN": "Disable Experience Tracking", + "SETTINGS.5eReset": "Reset", "SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)", "SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)", "SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.", "SETTINGS.5eRestN": "Rest Variant", "SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)", + "SETTINGS.5eUndoChanges": "Undo Changes", "SETTINGS.SWColorDark": "Dark Theme", "SETTINGS.SWColorL": "Set the color theme of the game", "SETTINGS.SWColorLight": "Light Theme", @@ -70,6 +80,7 @@ "SW5E.AbilityUseCast": "Cast Power", "SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!", "SW5E.AbilityUseChargesLabel": "{value} Charges", + "SW5E.AbilityUseConfig": "Usage Configuration", "SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.", "SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.", "SW5E.AbilityUseConsumableLabel": "{max} per {per}", @@ -96,7 +107,9 @@ "SW5E.ActionUtil": "Utility", "SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}", "SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.", + "SW5E.ActorWarningInvalidItem": "{itemType} items cannot be added to a {actorType}.", "SW5E.Add": "Add", + "SW5E.AddEmbeddedItemPromptHint": "Do you want to add these items to your character sheet?", "SW5E.AdditionalNotes": "Additional Notes", "SW5E.Advantage": "Advantage", "SW5E.Alignment": "Alignment", @@ -110,6 +123,7 @@ "SW5E.AlignmentND": "Neutral Dark", "SW5E.AlignmentNL": "Neutral Light", "SW5E.Appearance": "Appearance", + "SW5E.Apply": "Apply", "SW5E.ArchetypeName": "Archetype Name", "SW5E.Archetypes": "Archetypes", "SW5E.ArmorClass": "Armor Class", @@ -179,6 +193,9 @@ "SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTitle": "Configure Actor Bonuses", + "SW5E.BurnFuel": "Burn", + "SW5E.CapacityMultiplier": "Capacity Multiplier", + "SW5E.CentStorageCapacity": "Central Storage Capacity", "SW5E.ChallengeRating": "Challenge Rating", "SW5E.Charged": "Charged", "SW5E.Charges": "Charges", @@ -188,9 +205,14 @@ "SW5E.ChatContextHealing": "Apply Healing", "SW5E.ChatFlavor": "Chat Message Flavor", "SW5E.ClassLevels": "Class Levels", + "SW5E.ClassMakeOriginal": "Original Class", + "SW5E.ClassMakeOriginalHint": "First class taken by character used to determine certain class traits when multiclassing.", "SW5E.ClassName": "Class Name", + "SW5E.ClassOriginal": "Original Class", + "SW5E.ClassSaves": "Saving Throws", "SW5E.ClassSkillsChosen": "Chosen Class Skills", "SW5E.ClassSkillsNumber": "Number of Starting Skills", + "SW5E.Collapse": "Collapse/Expand", "SW5E.ComponentMaterial": "Material", "SW5E.ComponentSomatic": "Somatic", "SW5E.ComponentVerbal": "Verbal", @@ -249,6 +271,32 @@ "SW5E.CoverHalf": "Half", "SW5E.CoverThreeQuarters": "Three Quarters", "SW5E.CoverTotal": "Total", + "SW5E.CreatureAberration": "Aberration", + "SW5E.CreatureAberrationPl": "Aberrations", + "SW5E.CreatureBeast": "Beast", + "SW5E.CreatureBeastPl": "Beasts", + "SW5E.CreatureConstruct": "Construct", + "SW5E.CreatureConstructPl": "Constructs", + "SW5E.CreatureDroid": "Droid", + "SW5E.CreatureDroidPl": "Droids", + "SW5E.CreatureForceEntity": "Force Entity", + "SW5E.CreatureForceEntityPl": "Force Entities", + "SW5E.CreatureHumanoid": "Humanoid", + "SW5E.CreatureHumanoidPl": "Humanoids", + "SW5E.CreaturePlant": "Plant", + "SW5E.CreaturePlantPl": "Plants", + "SW5E.CreatureSwarm": "Swarm", + "SW5E.CreatureSwarmPhrase": "Swarm of {size} {type}", + "SW5E.CreatureSwarmSize": "Swarm Size", + "SW5E.CreatureType": "Creature Type", + "SW5E.CreatureTypeConfig": "Configure Creature Type", + "SW5E.CreatureTypeSelectorCustom": "Custom Type", + "SW5E.CreatureTypeSelectorSubtype": "Subtype", + "SW5E.CreatureTypeTitle": "Configure Creature Type", + "SW5E.CreatureUndead": "Undead", + "SW5E.CreatureUndeadPl": "Undead", + "SW5E.CrewCap": "Crew Capacity", + "SW5E.Crewed": "Crewed", "SW5E.Critical": "Critical", "SW5E.CriticalHit": "Critical Hit", "SW5E.Currency": "Currency", @@ -282,8 +330,11 @@ "SW5E.DeathSavingThrow": "Death Saving Throw", "SW5E.Default": "Default", "SW5E.DefaultAbilityCheck": "Default Ability Check", + "SW5E.Deployment": "Deployment", + "SW5E.DeploymentPl": "Deployments", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.Description": "Description", + "SW5E.DestructionSave": "Destruction Saves", "SW5E.Details": "Details", "SW5E.Dimensions": "Dimensions", "SW5E.Disadvantage": "Disadvantage", @@ -292,38 +343,55 @@ "SW5E.DistMi": "Miles", "SW5E.DistSelf": "Self", "SW5E.DistTouch": "Touch", + "SW5E.DmgRed": "Damage Reduction", "SW5E.Duration": "Duration", - "SW5E.EffectsCategoryTemporary": "Temporary Effects", - "SW5E.EffectsCategoryPassive": "Passive Effects", - "SW5E.EffectsCategoryInactive": "Inactive Effects", "SW5E.EffectCreate": "Create Effect", "SW5E.EffectDelete": "Delete Effect", "SW5E.EffectEdit": "Edit Effect", + "SW5E.EffectInactive": "Inactive Effects", + "SW5E.EffectNew": "New Effect", + "SW5E.EffectPassive": "Passive Effects", "SW5E.Effects": "Effects", + "SW5E.EffectTemporary": "Temporary Effects", + "SW5E.EffectsCategoryInactive": "Inactive Effects", + "SW5E.EffectsCategoryPassive": "Passive Effects", + "SW5E.EffectsCategoryTemporary": "Temporary Effects", "SW5E.EffectToggle": "Toggle Effect", + "SW5E.Engine": "Engine", + "SW5E.EnginePl": "Engines", "SW5E.EquipmentBonus": "Magical Bonus", "SW5E.EquipmentClothing": "Clothing", "SW5E.EquipmentHeavy": "Heavy Armor", + "SW5E.EquipmentHyperdrive": "Hyperdrive", "SW5E.EquipmentLight": "Light Armor", "SW5E.EquipmentMedium": "Medium Armor", "SW5E.EquipmentNatural": "Natural Armor", + "SW5E.EquipmentPowerCoupling": "Power Coupling", + "SW5E.EquipmentReactor": "Reactor", "SW5E.EquipmentShield": "Shield", "SW5E.EquipmentShieldProficiency": "Shields", + "SW5E.EquipmentStarshipArmor": "Starship Armor", + "SW5E.EquipmentStarshipShield": "Starship Shield", "SW5E.EquipmentTrinket": "Trinket", "SW5E.EquipmentVehicle": "Vehicle Equipment", "SW5E.Equipped": "Equipped", "SW5E.Exhaustion": "Exhaustion", + "SW5E.Expand": "Expand", "SW5E.Expertise": "Expertise", - "SW5E.Favorites": "Favoris", + "SW5E.Favorites": "Favorites", "SW5E.FavoritesAndNotes": "Favorites & Notes", + "SW5E.Feats": "Feats", "SW5E.FeatureActionRecharge": "Action Recharge", "SW5E.FeatureActive": "Active Abilities", "SW5E.FeatureAdd": "Create Feature", "SW5E.FeatureAttack": "Feature Attack", + "SW5E.FeatureCollapse": "Collapse Feature", + "SW5E.FeatureExpand": "Expand Feature", "SW5E.FeaturePassive": "Passive Abilities", "SW5E.FeatureRechargeOn": "Recharge On", "SW5E.FeatureRechargeResult": "1d6 Result", "SW5E.Features": "Features", + "SW5E.FeatureType": "Feature Type", "SW5E.FeatureUsage": "Feature Usage", "SW5E.FeetAbbr": "ft.", "SW5E.Filter": "Filter", @@ -339,9 +407,9 @@ "SW5E.FlagsArmorIntegration": "Armor Integration", "SW5E.FlagsArmorIntegrationHint": "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.", "SW5E.FlagsBusinessSavvy": "Business Savvy", - "SW5E.FlagsBusinessSavvyHint":"Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", + "SW5E.FlagsBusinessSavvyHint": "Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", "SW5E.FlagsCannibalize": "Cannibalize", - "SW5E.FlagsCannibalizeHint":"If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", + "SW5E.FlagsCannibalizeHint": "If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", "SW5E.FlagsClosedMind": "Closed Mind", "SW5E.FlagsClosedMindHint": "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.", "SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists", @@ -359,7 +427,7 @@ "SW5E.FlagsForceContention": "Force Contention", "SW5E.FlagsForceContentionHint": "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.", "SW5E.FlagsForceInsensitive": "Force Insensitive", - "SW5E.FlagsForceInsensitiveHint" : "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", + "SW5E.FlagsForceInsensitiveHint": "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", "SW5E.FlagsForeignBiology": "Foreign Biology", "SW5E.FlagsForeignBiologyHint": "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.", "SW5E.FlagsFuryOfTheSmall": "Fury of the Small", @@ -382,7 +450,7 @@ "SW5E.FlagsMaintenanceMode": "Maintenance Mode", "SW5E.FlagsMaintenanceModeHint": "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.", "SW5E.FlagsMaskOfTheWild": "Mask of the Wild", - "SW5E.FlagsMaskOfTheWildHint":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", + "SW5E.FlagsMaskOfTheWildHint": "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", "SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice", "SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.", "SW5E.FlagsMultipleHearts": "Multiple Hearts", @@ -453,19 +521,31 @@ "SW5E.Flaws": "Flaws", "SW5E.ForcePowerbook": "Force Powers", "SW5E.Formula": "Formula", + "SW5E.FuelCapacity": "Fuel Capacity", + "SW5E.FuelCostPerUnit": "Fuel Cost per Unit", + "SW5E.FuelCostsMod": "Fuel Costs Modifier", "SW5E.GrantedAbilities": "Granted Abilities", "SW5E.HalfProficient": "Half Proficient", + "SW5E.HardpointSizeMod": "Hardpoint Size Modifier", "SW5E.Healing": "Healing", "SW5E.HealingTemp": "Healing (Temporary)", "SW5E.Health": "Health", "SW5E.HealthConditions": "Health Conditions", "SW5E.HealthFormula": "Health Formula", "SW5E.HitDice": "Hit Dice", + "SW5E.HitDiceConfig": "Adjust Hit Dice", + "SW5E.HitDiceConfigHint": "Adjust remaining hit dice levels for each class.", + "SW5E.HitDiceMax": "Maximum Hit Dice", + "SW5E.HitDiceRemaining": "Remaining Hit Dice", "SW5E.HitDiceRoll": "Roll Hit Dice", "SW5E.HitDiceUsed": "Hit Dice Used", "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", "SW5E.HP": "Health", "SW5E.HPFormula": "Health Formula", + "SW5E.HullDice": "Hull Dice", + "SW5E.HullPoints": "Hull Points", + "SW5E.HullPointsFormula": "Hull Points Formula", + "SW5E.HyperdriveClass": "Hyperdrive Class", "SW5E.Ideals": "Ideals", "SW5E.Identified": "Identified", "SW5E.Initiative": "Initiative", @@ -509,6 +589,7 @@ "SW5E.ItemTypeArchetype": "Archetype", "SW5E.ItemTypeBackground": "Background", "Sw5E.ItemTypeBackgroundPl": "Backgrounds", + "SW5E.ItemTypeBackpack": "Container", "SW5E.ItemTypeClass": "Class", "SW5E.ItemTypeClassFeat": "Class Feature", "SW5E.ItemTypeClassFeats": "Class Features", @@ -517,6 +598,10 @@ "SW5E.ItemTypeConsumablePl": "Consumables", "SW5E.ItemTypeContainer": "Container", "SW5E.ItemTypeContainerPl": "Containers", + "SW5E.ItemTypeDeployment": "Deployment", + "SW5E.ItemTypeDeploymentFeature": "Deployment Feature", + "SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features", + "SW5E.ItemTypeDeploymentPl": "Deployments", "SW5E.ItemTypeEquipment": "Equipment", "SW5E.ItemTypeEquipmentPl": "Equipment", "SW5E.ItemTypeFeat": "Feat", @@ -533,13 +618,19 @@ "SW5E.ItemTypePowerPl": "Powers", "SW5E.ItemTypeSpecies": "Species", "SW5E.ItemTypeSpeciesPl": "Species", + "SW5E.ItemTypeStarshipMod": "Starship Modification", + "SW5E.ItemTypeStarshipModPl": "Starship Modifications", "SW5E.ItemTypeTool": "Tool", "SW5E.ItemTypeToolPl": "Tools", + "SW5E.ItemTypeVenture": "Venture", + "SW5E.ItemTypeVenturePl": "Ventures", "SW5E.ItemTypeWeapon": "Weapon", "SW5E.ItemTypeWeaponPl": "Weapons", "SW5E.ItemWeaponAttack": "Weapon Attack", "SW5E.ItemWeaponDetails": "Weapon Details", "SW5E.ItemWeaponProperties": "Weapon Properties", + "SW5E.ItemWeaponSize": "Starship Weapon Size", + "SW5E.ItemWeaponSizePl": "Starship Weapon Sizes", "SW5E.ItemWeaponStatus": "Weapon Status", "SW5E.ItemWeaponType": "Weapon Type", "SW5E.ItemWeaponUsage": "Weapon Usage", @@ -665,6 +756,7 @@ "SW5E.LongRest": "Long Rest", "SW5E.LongRestEpic": "Long Rest (1 hour)", "SW5E.LongRestGritty": "Long Rest (7 days)", + "SW5E.LongRestHint": "Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.", "SW5E.LongRestNormal": "Long Rest (8 hours)", "SW5E.LongRestOvernight": "Long Rest (New Day)", "SW5E.LongRestResult": "{name} takes a long rest.", @@ -684,18 +776,25 @@ "SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.", "SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.", "SW5E.Max": "Max", + "SW5E.ModCap": "Modification Capacity", "SW5E.Modifier": "Modifier", "SW5E.Movement": "Movement", "SW5E.MovementBurrow": "Burrow", "SW5E.MovementClimb": "Climb", "SW5E.MovementConfig": "Configure Movement Speed", "SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", + "SW5E.MovementCrawl": "Crawl", "SW5E.MovementFly": "Fly", "SW5E.MovementHover": "Hover", + "SW5E.MovementRoll": "Roll", + "SW5E.MovementSpace": "Space Flight", "SW5E.MovementSwim": "Swim", + "SW5E.MovementTurn": "Turning", "SW5E.MovementUnits": "Units", "SW5E.MovementWalk": "Walk", "SW5E.Name": "Character Name", + "SW5E.NewDay": "Is New Day?", + "SW5E.NewDayHint": "Recover limited use abilities which recharge \"per day\"?", "SW5E.NoCharges": "No Charges", "SW5E.None": "None", "SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.", @@ -748,7 +847,12 @@ "SW5E.PowerCreate": "Create Power", "SW5E.PowerDC": "Power DC", "SW5E.PowerDetails": "Power Details", + "SW5E.PowerDiceRecovery": "Power Dice Recovery", + "SW5E.PowerDie": "Power Die", + "SW5E.PowerDieAlloc": "Power Die Allocation", + "SW5E.PowerDiePl": "Power Dice", "SW5E.PowerEffects": "Power Effects", + "SW5E.PowerfulCritical": "Powerful Critical", "SW5E.PowerLevel": "Power Level", "SW5E.PowerLevel0": "At-Will", "SW5E.PowerLevel1": "1st Level", @@ -778,6 +882,7 @@ "SW5E.PowerProgression": "Power Progression", "SW5E.PowerProgSct": "Scout", "SW5E.PowerProgSnt": "Sentinel", + "SW5E.PowerRouting": "Power Routing", "SW5E.PowerSchool": "Power School", "SW5E.PowersKnown": "Powers Known", "SW5E.PowerTarget": "Power Target", @@ -789,21 +894,29 @@ "SW5E.Proficient": "Proficient", "SW5E.Quantity": "Quantity", "SW5E.Range": "Range", + "SW5E.Rank": "Rank", + "SW5E.RankPl": "Ranks", "SW5E.Rarity": "Rarity", "SW5E.Reaction": "Reaction", "SW5E.ReactionPl": "Reactions", "SW5E.Recharge": "Recharge", + "SW5E.Refitting": "Refitting", + "SW5E.Refuel": "Refuel", + "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RequiredMaterials": "Required Materials", "SW5E.Requirements": "Requirements", - "SW5E.ResourcesAndTraits": "Resources & Traits", "SW5E.ResourcePrimary": "Resource 1", + "SW5E.ResourcesAndTraits": "Resources & Traits", "SW5E.ResourceSecondary": "Resource 2", "SW5E.ResourceTertiary": "Resource 3", + "SW5E.Rest": "Rest", "SW5E.RestL": "L. Rest", "SW5E.RestS": "S. Rest", "SW5E.Ritual": "Ritual", + "SW5E.Role": "Role", + "SW5E.RolePl": "Roles", "SW5E.Roll": "Roll", - "SW5E.RollExample": "e.g. +1d4", + "SW5E.RollExample": "e.g. 1d4", "SW5E.RollMode": "Roll Mode", "SW5E.RollSituationalBonus": "Situational Bonus?", "SW5E.Save": "Save", @@ -816,6 +929,7 @@ "SW5E.SchoolLgt": "Light", "SW5E.SchoolTec": "Tech", "SW5E.SchoolUni": "Universal", + "SW5E.SelectItemsPromptTitle": "Select Items", "SW5E.SenseBlindsight": "Blindsight", "SW5E.SenseBS": "Blindsight", "SW5E.SenseDarkvision": "Darkvision", @@ -834,6 +948,10 @@ "SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet", + "SW5E.ShieldDice": "Shield Dice", + "SW5E.ShieldPoints": "Shield Points", + "SW5E.ShieldPointsFormula": "Shield Points Formula", + "SW5E.ShieldRegen": "Regen", "SW5E.ShortRest": "Short Rest", "SW5E.ShortRestEpic": "Short Rest (5 minutes)", "SW5E.ShortRestGritty": "Short Rest (8 hours)", @@ -873,6 +991,7 @@ "SW5E.SkillSte": "Stealth", "SW5E.SkillSur": "Survival", "SW5E.SkillTec": "Technology", + "SW5E.Skip": "Skip", "SW5E.Slots": "Slots", "SW5E.Source": "Source", "SW5E.Special": "Special", @@ -882,8 +1001,62 @@ "SW5E.SpeciesTraits": "Species Traits", "SW5E.Speed": "Speed", "SW5E.SpeedSpecial": "Special Movement", + "SW5E.StarshipAmbassador": "Ambassador", + "SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties", + "SW5E.StarshipArmorandShields": "Starship Armor and Shields", + "SW5E.StarshipBattleship": "Battleship", + "SW5E.StarshipBlockadeShip": "Blockade Ship", + "SW5E.StarshipBomber": "Bomber", + "SW5E.StarshipCarrier": "Carrier", + "SW5E.StarshipColonizer": "Colonizer", + "SW5E.StarshipCommandShip": "Command Ship", + "SW5E.StarshipCorvette": "Corvette", + "SW5E.StarshipCourier": "Courier", + "SW5E.StarshipCruiser": "Cruiser", + "SW5E.StarshipEquipment": "Starship Equipment", + "SW5E.StarshipEquipmentProps": "Starship Equipment Properties", + "SW5E.StarshipExplorer": "Explorer", + "SW5E.StarshipfeaturePl": "Starship Features", + "SW5E.StarshipFlagship": "Flagship", + "SW5E.StarshipFreighter": "Freighter", + "SW5E.StarshipGunboat": "Gunboat", + "SW5E.StarshipIndustrialCenter": "Industrial Center", + "SW5E.StarshipInterceptor": "Interceptor", + "SW5E.StarshipInterdictor": "Interdictor", + "SW5E.StarshipJuggernaut": "Juggernaut", + "SW5E.StarshipMissileBoat": "Missile Boat", + "SW5E.StarshipMobileMetropolis": "Mobile Metropolis", + "SW5E.StarshipmodPl": "Starship Modifications", + "SW5E.StarshipNavigator": "Navigator", + "SW5E.StarshipPicketShip": "Picket Ship", + "SW5E.StarshipResearcher": "Researcher", + "SW5E.StarshipScout": "Scout", + "SW5E.StarshipScrambler": "Scrambler", + "SW5E.StarshipShipsTender": "Ship's Tender", + "SW5E.StarshipShuttle": "Shuttle", + "SW5E.StarshipSkillAst": "Astrogation", + "SW5E.StarshipSkillBst": "Boost", + "SW5E.StarshipSkillDat": "Data", + "SW5E.StarshipSkillHid": "Hide", + "SW5E.StarshipSkillImp": "Impress", + "SW5E.StarshipSkillInt": "Interfere", + "SW5E.StarshipSkillMan": "Maneuvering", + "SW5E.StarshipSkillMen": "Menace", + "SW5E.StarshipSkillPat": "Patch", + "SW5E.StarshipSkillPrb": "Probe", + "SW5E.StarshipSkillRam": "Ram", + "SW5E.StarshipSkillReg": "Regulation", + "SW5E.StarshipSkillScn": "Scan", + "SW5E.StarshipSkillSwn": "Swindle", + "SW5E.StarshipStrikeFighter": "Strike Fighter", + "SW5E.StarshipTier": "Tier", + "SW5E.StarshipWarship": "Warship", + "SW5E.StarshipYacht": "Yacht", "SW5E.StealthDisadvantage": "Stealth Disadvantage", + "SW5E.SuiteCap": "Suite Capacity", "SW5E.Supply": "Supply", + "SW5E.SysStorageCapacity": "System Storage Capacity", + "SW5E.SystemDrainage": "System Drainage", "SW5E.Target": "Target", "SW5E.TargetAlly": "Ally", "SW5E.TargetCone": "Cone", @@ -899,6 +1072,7 @@ "SW5E.TargetSpace": "Space", "SW5E.TargetSphere": "Sphere", "SW5E.TargetSquare": "Square", + "SW5E.TargetStarship": "Starship", "SW5E.TargetWall": "Wall", "SW5E.TargetWeapon": "Weapon", "SW5E.TargetWidth": "Line Width", @@ -954,7 +1128,8 @@ "SW5E.TraitToolProf": "Tool Proficiencies", "SW5E.TraitWeaponProf": "Weapon Proficiencies", "SW5E.Type": "Type", - "SW5E.Unequipped": "Not Equipped", + "SW5E.Uncrewed": "Uncrewed", + "SW5E.Unequipped": "Unequipped", "SW5E.UniversalPowerDC": "Universal Power DC", "SW5E.Unlimited": "Unlimited", "SW5E.Usage": "Usage", @@ -978,50 +1153,85 @@ "SW5E.VersatileDamage": "Versatile Damage", "SW5E.VsDC": "vs DC.", "SW5E.WeaponAmmo": "Ammunition", + "SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol", + "SW5E.WeaponChakramProficiency": "Chakrams", + "SW5E.WeaponDoubleBladeProficiency": "Doubleblade", + "SW5E.WeaponDoubleSaberProficiency": "Doublesaber", + "SW5E.WeaponDoubleShotoProficiency": "Doubleshoto", + "SW5E.WeaponDoubleSwordProficiency": "Doublesword", + "SW5E.WeaponHiddenBladeProficiency": "Hidden Blade", "SW5E.WeaponImprov": "Improvised", + "SW5E.WeaponImprovisedProficiency": "Improvised Weapons", + "SW5E.WeaponLightFoilProficiency": "Lightfoil", + "SW5E.WeaponLightRingProficiency": "Light Ring", "SW5E.WeaponMartialB": "Martial Blaster", + "SW5E.WeaponMartialBlasterProficiency": "Martial Blasters", + "SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons", "SW5E.WeaponMartialLW": "Martial Lightweapon", "SW5E.WeaponMartialProficiency": "Martial Weapons", + "SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons", "SW5E.WeaponMartialVW": "Martial Vibroweapon", "SW5E.WeaponNatural": "Natural", + "SW5E.WeaponNaturalProficiency": "Natural Weapons", + "SW5E.WeaponPrimarySW": "Primary (Starship)", "SW5E.WeaponPropertiesAmm": "Ammunition", "SW5E.WeaponPropertiesAut": "Auto", "SW5E.WeaponPropertiesBur": "Burst", + "SW5E.WeaponPropertiesCon": "Constitution", "SW5E.WeaponPropertiesDef": "Defensive", - "SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", + "SW5E.WeaponPropertiesDex": "Dexterity Rqt", "SW5E.WeaponPropertiesDgd": "Disguised", "SW5E.WeaponPropertiesDir": "Dire", "SW5E.WeaponPropertiesDis": "Disintegrate", "SW5E.WeaponPropertiesDou": "Double", "SW5E.WeaponPropertiesDpt": "Disruptive", "SW5E.WeaponPropertiesDrm": "Disarming", + "SW5E.WeaponPropertiesExp": "Explosive", "SW5E.WeaponPropertiesFin": "Finesse", "SW5E.WeaponPropertiesFix": "Fixed", "SW5E.WeaponPropertiesFoc": "Focus", "SW5E.WeaponPropertiesHid": "Hidden", + "SW5E.WeaponPropertiesHom": "Homing", "SW5E.WeaponPropertiesHvy": "Heavy", + "SW5E.WeaponPropertiesIon": "Ionizing", "SW5E.WeaponPropertiesKen": "Keen", "SW5E.WeaponPropertiesLgt": "Light", "SW5E.WeaponPropertiesLum": "Luminous", "SW5E.WeaponPropertiesMig": "Mighty", + "SW5E.WeaponPropertiesMlt": "Melt", + "SW5E.WeaponPropertiesOvr": "Overheat", "SW5E.WeaponPropertiesPic": "Piercing", + "SW5E.WeaponPropertiesPow": "Power", "SW5E.WeaponPropertiesRan": "Range", "SW5E.WeaponPropertiesRap": "Rapid", "SW5E.WeaponPropertiesRch": "Reach", "SW5E.WeaponPropertiesRel": "Reload", "SW5E.WeaponPropertiesRet": "Returning", + "SW5E.WeaponPropertiesSat": "Saturate", "SW5E.WeaponPropertiesShk": "Shocking", "SW5E.WeaponPropertiesSil": "Silent", "SW5E.WeaponPropertiesSpc": "Special", - "SW5E.WeaponPropertiesStr": "Strength Rqmt.", + "SW5E.WeaponPropertiesStr": "Strength Rqt", "SW5E.WeaponPropertiesThr": "Thrown", "SW5E.WeaponPropertiesTwo": "Two-Handed", "SW5E.WeaponPropertiesVer": "Versatile", "SW5E.WeaponPropertiesVic": "Vicious", + "SW5E.WeaponPropertiesZon": "Zone", + "SW5E.WeaponQuaternarySW": "Quaternary (Starship)", + "SW5E.WeaponSaberWhipProficiency": "Saberwhip", + "SW5E.WeaponSecondarySW": "Secondary (Starship)", "SW5E.WeaponSiege": "Siege", "SW5E.WeaponSimpleB": "Simple Blaster", + "SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters", + "SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons", "SW5E.WeaponSimpleLW": "Simple Lightweapon", "SW5E.WeaponSimpleProficiency": "Simple Weapons", + "SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons", "SW5E.WeaponSimpleVW": "Simple Vibroweapon", + "SW5E.WeaponSizeAbb": "Size", + "SW5E.WeaponTechbladeProficiency": "Techblades", + "SW5E.WeaponTertiarySW": "Tertiary (Starship)", + "SW5E.WeaponVibrorapierProficiency": "Vibrorapier", + "SW5E.WeaponVibrowhipProficiency": "Vibrowhip", "SW5E.Weight": "Weight" } \ No newline at end of file diff --git a/lang/fr.json b/lang/fr.json index 46a349cc..1385c599 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -192,8 +192,8 @@ "SW5E.ClassSkillsChosen": "Compétences de classe choisies", "SW5E.ClassSkillsNumber": "Nombre de compétences de départ", "SW5E.ComponentMaterial": "Matérielle", - "SW5E.ComponentSomatic": "Somatique", - "SW5E.ComponentVerbal": "Verbale", + "SW5E.ComponentSomatic": "Somatique", + "SW5E.ComponentVerbal": "Verbale", "SW5E.ConBlinded": "Aveuglé", "SW5E.Concentrate": "Concentration", "SW5E.Concentrated": "Concentré", @@ -222,7 +222,7 @@ "SW5E.ConsumableForce": "Points de Force", "SW5E.ConsumableLastChargeWarn": "C'est la dernière charge de cette unité et sa consommation réduira également la quantité de l'article de 1.", "SW5E.ConsumableMedpac": "Medipack", - "SW5E.ConsumablePoison": "Poison", + "SW5E.ConsumablePoison": "Poison", "SW5E.ConsumableTech": "Points de Tech", "SW5E.ConsumableTechnology": "Technologie", "SW5E.ConsumableTrinket": "Babiole", @@ -233,7 +233,7 @@ "SW5E.ConsumeAmmunition": "Munition", "SW5E.ConsumeAttribute": "Capacité", "SW5E.ConsumeCharges": "Charge", - "SW5E.Consumed": "Consommé", + "SW5E.Consumed": "Consommé", "SW5E.ConsumeMaterial": "Matériel", "SW5E.ConsumeRecharge": "Consommer la recharge ?", "SW5E.ConsumeResource": "Consommer la ressource ?", @@ -256,10 +256,10 @@ "SW5E.CurrencyConvertHint": "Convertir toutes les devises transportées dans la catégorie la plus élevée possible afin de réduire la quantité de pièces transportées par le personnage. Attention, cette action ne peut être annulée.", "SW5E.CurrencyGC": "Credits", "SW5E.Damage": "Dégâts", - "SW5E.DamageAcid": "Acide", - "SW5E.DamageCold": "Froid", + "SW5E.DamageAcid": "Acide", + "SW5E.DamageCold": "Froid", "SW5E.DamageEnergy": "Energy", - "SW5E.DamageFire": "Feu", + "SW5E.DamageFire": "Feu", "SW5E.DamageForce": "Force", "SW5E.DamageIon": "Ionique", "SW5E.DamageKinetic": "Cinétique", @@ -339,9 +339,9 @@ "SW5E.FlagsArmorIntegration": "Intégration d'armure", "SW5E.FlagsArmorIntegrationHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", "SW5E.FlagsBusinessSavvy": "Sens des affaires", - "SW5E.FlagsBusinessSavvyHint":"Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", + "SW5E.FlagsBusinessSavvyHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", "SW5E.FlagsCannibalize": "Cannibale", - "SW5E.FlagsCannibalizeHint":"Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.", + "SW5E.FlagsCannibalizeHint": "Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.", "SW5E.FlagsClosedMind": "Esprit Fortifié", "SW5E.FlagsClosedMindHint": "Les membres de votre espèce ont une harmonisation naturelle avec la Force, ce qui les rend résistants à ses pouvoirs. Vous avez l'avantage aux jets de sauvegarde de Sagesse et de Charisme contre les pouvoirs de force.", "SW5E.FlagsCrudeWeaponSpecialists": "Spécialiste des armes improvisées", @@ -359,7 +359,7 @@ "SW5E.FlagsForceContention": "Force Contention", "SW5E.FlagsForceContentionHint": "En raison de leur physiologie unique, les membres de votre espèce présentent une rusticité qui leur permet de surmonter l'utilisation de la Force. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs de la force.", "SW5E.FlagsForceInsensitive": "Insensible à la Force", - "SW5E.FlagsForceInsensitiveHint" : "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.", + "SW5E.FlagsForceInsensitiveHint": "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.", "SW5E.FlagsForeignBiology": "Biologie Étrangère", "SW5E.FlagsForeignBiologyHint": "Vous portez un appareil respiratoire parce que de nombreuses atmosphères dans la galaxie diffèrent de celle de votre monde natal. Si votre appareil est retiré alors que vous êtes dans un tel environnement, vous perdez connaissance.", "SW5E.FlagsFuryOfTheSmall": "Rage des Petits", @@ -382,7 +382,7 @@ "SW5E.FlagsMaintenanceMode": "Maintenance Mode", "SW5E.FlagsMaintenanceModeHint": "Plutôt que de dormir, vous entrez dans un état inactif pour effectuer une maintenance de routine pendant 4 heures par jour. Vous avez un désavantage aux tests de Sagesse (Perception) lors de la maintenance.", "SW5E.FlagsMaskOfTheWild": "Cachette Naturelle", - "SW5E.FlagsMaskOfTheWildHint":"Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.", + "SW5E.FlagsMaskOfTheWildHint": "Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.", "SW5E.FlagsMeleeCriticalDice": "Dé de dégâts pour les coups critiques au corps-à-corps", "SW5E.FlagsMeleeCriticalDiceHint": "Un certain nombre de dés de dégâts supplémentaires ont été ajoutés aux coups critiques des armes de corps-à-corps.", "SW5E.FlagsMultipleHearts": "Plusieurs Coeurs", @@ -812,8 +812,8 @@ "SW5E.SavingThrow": "Jet de sauvegarde", "SW5E.ScalingFormula": "Formule d'évolution", "SW5E.SchoolDrk": "Obscur", - "SW5E.SchoolEnh": "Amélioration", - "SW5E.SchoolLgt": "Lumineux", + "SW5E.SchoolEnh": "Amélioration", + "SW5E.SchoolLgt": "Lumineux", "SW5E.SchoolTec": "Technologie", "SW5E.SchoolUni": "Universel", "SW5E.SenseBlindsight": "Vision aveugle", diff --git a/lang/it.json b/lang/it.json new file mode 100644 index 00000000..473ab236 --- /dev/null +++ b/lang/it.json @@ -0,0 +1,1027 @@ +{ + "ACTOR.TypeCharacter": "PG - Personaggio Giocante", + "ACTOR.TypeNpc": "PNG - Personaggio Non Giocante", + "ACTOR.TypeVehicle": "Veicolo", + "ITEM.TypeArchetype": "Archetipo", + "ITEM.TypeBackground": "Background", + "ITEM.TypeBackpack": "Zaino", + "ITEM.TypeClass": "Classe", + "ITEM.TypeClassfeature": "Capacità di Classe", + "ITEM.TypeConsumable": "Consumabile", + "ITEM.TypeEquipment": "Equipaggiamento", + "ITEM.TypeFeat": "Talento", + "ITEM.TypeFightingmastery": "Maestria Marziale", + "ITEM.TypeFightingstyle": "Stile di Combattimento", + "ITEM.TypeLightsaberform": "Forma di Spada Laser", + "ITEM.TypeLoot": "Tesoro", + "ITEM.TypePower": "Potere", + "ITEM.TypeSpecies": "Specie", + "ITEM.TypeTool": "Strumento", + "ITEM.TypeWeapon": "Arma", + "SETTINGS.5eAllowPolymorphingL": "Permetti ai giocatori di trasformare (metamorfosi) gli attori di cui sonpo proprietari.", + "SETTINGS.5eAllowPolymorphingN": "Permetti la Metamorfosi", + "SETTINGS.5eAutoCollapseCardL": "Collassa automaticamente le descrizioni delle Schede Oggetto nella Chat", + "SETTINGS.5eAutoCollapseCardN": "Collassa le Schede Oggetto nella Chat", + "SETTINGS.5eAutoPowerTemplateL": "Quando viene lanciato un potere, inizia automaticamente il porcesso di creazione dell'area d'effetto corrispondente se disponibile (richiede che al giocatore sia assegnato il ruolo TRUSTED o superiore)", + "SETTINGS.5eAutoPowerTemplateN": "Posiziona sempre l'Area d'Effetto dei Poteri", + "SETTINGS.5eCurWtL": "La valuta trasportata ha effetto sull'ingombro del personaggio secondo le regole del Manuale del Giocatore pag. 143.", + "SETTINGS.5eCurWtN": "Applica il peso della valuta", + "SETTINGS.5eDiagDMG": "DMG: Alternata (1,5/3/1,5)", + "SETTINGS.5eDiagEuclidean": "Euclidea (2,15m in Diagonale)", + "SETTINGS.5eDiagL": "Configura quali regole di movimento diagonale utilizzare per le partite con questo sistema di gioco.", + "SETTINGS.5eDiagN": "Regola di Movimento Diagonale", + "SETTINGS.5eDiagPHB": "MdG: Equidistante (1,5/1,5/1,5)", + "SETTINGS.5eInitTBL": "Applica il punteggio di Destrezza per gli spareggi nelle prove di Iniziativa.", + "SETTINGS.5eInitTBN": "Destrezza allo Spareggio di Iniziativa", + "SETTINGS.5eNoExpL": "Rimuovi le barre di esperienza dalle schede del personaggio.", + "SETTINGS.5eNoExpN": "Disattiva il Tracciamento dell'Esperienza", + "SETTINGS.5eRestEpic": "Eroismo Epico (RL: 1 ora, RB: 1 min)", + "SETTINGS.5eRestGritty": "Crudo Realismo (RL: 7 giorni, RB: 8 ore)", + "SETTINGS.5eRestL": "Configura quale variante di riposo utilizzare per le partite con questo sistema di gioco.", + "SETTINGS.5eRestN": "Variante di Riposo", + "SETTINGS.5eRestPHB": "Manuale del Giocatore (RL: 8 ore, RB: 1 ora)", + "SETTINGS.SWColorDark": "Tema Scuro", + "SETTINGS.SWColorL": "Assegna un colore all'interfaccia di gioco", + "SETTINGS.SWColorLight": "Tema Chiaro", + "SETTINGS.SWColorN": "Visualizza Tema", + "Star Wars 5th Edition": "Star Wars 5a Edizione", + "SW5E.AbbreviationConc": "Conc.", + "SW5E.AbbreviationCR": "GS", + "SW5E.AbbreviationDC": "CD", + "SW5E.AbbreviationLbs": "kg.", + "SW5E.AbbreviationLevel": "Liv.", + "SW5E.AbbreviationLR": "RL", + "SW5E.AbbreviationSR": "RB", + "SW5E.Ability": "Caratteristica", + "SW5E.AbilityCha": "Carisma", + "SW5E.AbilityChaAbbr": "car", + "SW5E.AbilityCon": "Costituzione", + "SW5E.AbilityConAbbr": "cos", + "SW5E.AbilityDex": "Destrezza", + "SW5E.AbilityDexAbbr": "des", + "SW5E.AbilityInt": "Intelligenza", + "SW5E.AbilityIntAbbr": "int", + "SW5E.AbilityModifier": "Modificatore di Caratteristica", + "SW5E.AbilityPromptText": "Che tipo di prova di {ability}?", + "SW5E.AbilityPromptTitle": "Prova di {ability}", + "SW5E.AbilityScores": "Punteggi di Caratteristica", + "SW5E.AbilityStr": "Forza", + "SW5E.AbilityStrAbbr": "for", + "SW5E.AbilityUseCast": "Lancia Potere", + "SW5E.AbilityUseChargedHint": "Questo {type} è carico e pronto all'uso!", + "SW5E.AbilityUseChargesLabel": "{value} Cariche", + "SW5E.AbilityUseConsumableChargeHint": "Usare questo {type} consumerà 1 delle {value} cariche rimanenti.", + "SW5E.AbilityUseConsumableDestroyHint": "Usare questo {type} consumerà l'ultima carica e sarà distrutto.", + "SW5E.AbilityUseConsumableLabel": "{max} per {per}", + "SW5E.AbilityUseConsumableQuantityHint": "Usare questo {type} consumerà 1 dei {quantity} utilizzi rimanenti.", + "SW5E.AbilityUseConsume": "Consuma Utilizzi Disponibili?", + "SW5E.AbilityUseHint": "Configura come vuoi utilizzare il {name} {type}.", + "SW5E.AbilityUseNormalHint": "Questo {type} ha {value} di {max} utilizzi {per} rimanenti.", + "SW5E.AbilityUseRechargeHint": "Questo {type} ha terminato gli utilizzi e deve essere ricaricato!", + "SW5E.AbilityUseUnavailableHint": "Non sono disponibili altri utilizzi di questo oggetto!", + "SW5E.AbilityUseUse": "Utilizza Caratteristica", + "SW5E.AbilityWis": "Saggezza", + "SW5E.AbilityWisAbbr": "sag", + "SW5E.AC": "CA", + "SW5E.Action": "Azione", + "SW5E.ActionAbil": "Prova di Caratteristica", + "SW5E.ActionHeal": "Guarigione", + "SW5E.ActionMPAK": "Attacco con Potere in Mischia", + "SW5E.ActionMWAK": "Attacco con Arma in Mischia", + "SW5E.ActionOther": "Altro", + "SW5E.ActionPl": "Azioni", + "SW5E.ActionRPAK": "Attacco con Potere a Distanza", + "SW5E.ActionRWAK": "Attacco con Arma a Distanza", + "SW5E.ActionSave": "Tiro Salvezza", + "SW5E.ActionUtil": "Utilità", + "SW5E.ActionWarningNoItem": "L'oggetto {item} richiesto non è più disponibile sull'Attore {name}", + "SW5E.ActionWarningNoToken": "Devi possedere il controllo su uno o più Token per utilizzare questa opzione.", + "SW5E.Add": "Aggiungi", + "SW5E.AdditionalNotes": "Note Addizionali", + "SW5E.Advantage": "Vantaggio", + "SW5E.Alignment": "Allineamento", + "SW5E.AlignmentBN": "Neutrale Equilibrato", + "SW5E.AlignmentCD": "Caotico Oscuro", + "SW5E.AlignmentCL": "Caotico Chiaro", + "SW5E.AlignmentCN": "Caotico Neutrale", + "SW5E.AlignmentLD": "Legale Oscuro", + "SW5E.AlignmentLL": "Legale Chiaro", + "SW5E.AlignmentLN": "Legale Neutrale", + "SW5E.AlignmentND": "Neutrale Oscuro", + "SW5E.AlignmentNL": "Neutrale Chiaro", + "SW5E.Appearance": "Aspetto", + "SW5E.ArchetypeName": "Nome dell'Archetipo", + "SW5E.Archetypes": "Archetipi", + "SW5E.ArmorClass": "Classe Armatura", + "SW5E.ArmorProperAbsorptive": "Assorbente", + "SW5E.ArmorProperAgile": "Agile", + "SW5E.ArmorProperAnchor": "Ancorante", + "SW5E.ArmorProperAvoidant": "Evasiva", + "SW5E.ArmorProperBarbed": "Spinata", + "SW5E.ArmorProperBulky": "Imponente", + "SW5E.ArmorProperCharging": "Caricata", + "SW5E.ArmorProperConcealing": "Celante", + "SW5E.ArmorProperCumbersome": "Ingombrante", + "SW5E.ArmorProperGauntleted": "Armata", + "SW5E.ArmorProperImbalanced": "Sbilanciata", + "SW5E.ArmorProperImpermeable": "Impermeabile", + "SW5E.ArmorProperInsulated": "Isolata", + "SW5E.ArmorProperInterlocking": "Interconnessa", + "SW5E.ArmorProperLambent": "Lucente", + "SW5E.ArmorProperLightweight": "Alleggerita", + "SW5E.ArmorProperMagnetic": "Magnetica", + "SW5E.ArmorProperObscured": "Oscurata", + "SW5E.ArmorProperObtrusive": "Vistosa", + "SW5E.ArmorProperPowered": "Alimentata", + "SW5E.ArmorProperReactive": "Reattiva", + "SW5E.ArmorProperRegulated": "Regolata", + "SW5E.ArmorProperReinforced": "Rinforzata", + "SW5E.ArmorProperResponsive": "Responsiva", + "SW5E.ArmorProperRigid": "Rigida", + "SW5E.ArmorProperSilent": "Silenziosa", + "SW5E.ArmorProperSpiked": "Chiodata", + "SW5E.ArmorProperSteadfast": "Risoluta", + "SW5E.ArmorProperStrength": "Req. Forza", + "SW5E.ArmorProperties": "Proprietà dell'Armatura", + "SW5E.ArmorProperVersatile": "Versatile", + "SW5E.Attack": "Attacco", + "SW5E.AttackPl": "Attacchi", + "SW5E.AttackRoll": "Tiro per Colpire", + "SW5E.Attributes": "Attributi", + "SW5E.Attuned": "Sintonizzato", + "SW5E.Attunement": "Sintonia", + "SW5E.AttunementAttuned": "Sintonizzato", + "SW5E.AttunementNone": "Non Richiede Sintonia", + "SW5E.AttunementRequired": "Richiede Sintonia", + "SW5E.available": "disponibile", + "SW5E.Background": "Background", + "SW5E.Biography": "Biografia", + "SW5E.Bonds": "Legami", + "SW5E.BonusAbilityCheck": "Bonus Globale alle Prove di Caratteristica", + "SW5E.BonusAbilitySave": "Bonus Globale ai Tiri Salvezza", + "SW5E.BonusAbilitySkill": "Bonus Globale alle Prove di Abilità", + "SW5E.BonusAction": "Azione Bonus", + "SW5E.Bonuses": "Bonus Globali", + "SW5E.BonusesHint": "Definisci i bonus globali con formule che vengono aggiunte a determinati lanci di dado. Per esempio: 1d4 + 2", + "SW5E.BonusesInstructions": "Configura i bonus del personaggio che vengono aggiunti al tiro di dado appropriato", + "SW5E.BonusForceDarkPowerDC": "Bonus Globale alla CD dei Poteri della Forza Oscuri", + "SW5E.BonusForceLightPowerDC": "Bonus Globale alla CD dei Poteri della Forza Chiari", + "SW5E.BonusForceUnivPowerDC": "Bonus Globale alla CD dei Poteri della Forza Universali", + "SW5E.BonusMPAttack": "Bonus al Tiro per Colpire dei Poteri in Mischia", + "SW5E.BonusMPDamage": "Bonus al Tiro per i Danni dei Poteri in Mischia", + "SW5E.BonusMWAttack": "Bonus al Tiro per Colpire con Armi da Mischia", + "SW5E.BonusMWDamage": "Bonus al Tiro per i Danni con Armi da Mischia", + "SW5E.BonusPowerDC": "Bonus Globale alla CD dei Poteri", + "SW5E.BonusRPAttack": "Bonus al Tiro per Colpire dei Poteri a Distanza", + "SW5E.BonusRPDamage": "Bonus al Tiro per i Danni dei Poteri a Distanza", + "SW5E.BonusRWAttack": "Bonus al Tiro per Colpire delle Armi a Distanza", + "SW5E.BonusRWDamage": "Bonus al Tiro per i Danni delle Armi a Distanza", + "SW5E.BonusSaveForm": "Aggiorna i Bonus", + "SW5E.BonusTechPowerDC": "Bonus Globale alla CD dei Tecnopoteri", + "SW5E.BonusTitle": "Configura i Bonus dell'Attore", + "SW5E.ChallengeRating": "Grado di Sfida", + "SW5E.Charged": "Carico", + "SW5E.Charges": "Cariche", + "SW5E.ChatContextDamage": "Applica il Danno", + "SW5E.ChatContextDoubleDamage": "Applica il Doppio del Danno", + "SW5E.ChatContextHalfDamage": "Applica la Metà del Danno", + "SW5E.ChatContextHealing": "Applica Cura", + "SW5E.ChatFlavor": "Chat Testo di Colore", + "SW5E.ClassLevels": "Livelli di Classe", + "SW5E.ClassName": "Nome della Classe", + "SW5E.ClassSkillsChosen": "Abilità di Classe Scelte", + "SW5E.ClassSkillsNumber": "Numero di Abilità Iniziali", + "SW5E.ComponentMaterial": "Materiale", + "SW5E.ComponentSomatic": "Somatica", + "SW5E.ComponentVerbal": "Verbale", + "SW5E.ConBlinded": "Accecato", + "SW5E.Concentrate": "Concentrarti", + "SW5E.Concentrated": "Concentrato", + "SW5E.Concentration": "Concentrazione", + "SW5E.ConCharmed": "Affascinato", + "SW5E.ConDeafened": "Assordato", + "SW5E.ConDiseased": "Ammalato", + "SW5E.ConExhaustion": "Indebolimento", + "SW5E.ConFrightened": "Spaventato", + "SW5E.ConGrappled": "Afferrato", + "SW5E.ConImm": "Immunità alle Condizioni", + "SW5E.ConIncapacitated": "Incapacitato", + "SW5E.ConInvisible": "Invisibile", + "SW5E.ConParalyzed": "Paralizzato", + "SW5E.ConPetrified": "Pietrificato", + "SW5E.ConPoisoned": "Avvelenato", + "SW5E.ConProne": "Prono", + "SW5E.ConRestrained": "Trattenuto", + "SW5E.ConShocked": "Folgorato", + "SW5E.ConSlowed": "Rallentato", + "SW5E.ConStunned": "Stordito", + "SW5E.ConsumableAdrenal": "Adrenalina", + "SW5E.ConsumableAmmunition": "Munizione", + "SW5E.ConsumableExplosive": "Esplosivo", + "SW5E.ConsumableFood": "Cibo", + "SW5E.ConsumableForce": "Punti Forza", + "SW5E.ConsumableLastChargeWarn": "Questa è l'ultima carica di questa unità e consumarla ridurrà la quantità dell'oggetto di 1", + "SW5E.ConsumableMedpac": "Kit Medico", + "SW5E.ConsumablePoison": "Veleno", + "SW5E.ConsumableTech": "Punti Tecnologici", + "SW5E.ConsumableTechnology": "Technologia", + "SW5E.ConsumableTrinket": "Ninnoli", + "SW5E.ConsumableUnitWarn": "unità rimanenti", + "SW5E.ConsumableUseWarnEnd": "dell'unità attuale", + "SW5E.ConsumableUseWarnStart": "Questo consumabile ha", + "SW5E.ConsumableWithoutCharges": "unità disponibili all'uso", + "SW5E.ConsumeAmmunition": "Munizione", + "SW5E.ConsumeAttribute": "Attributo", + "SW5E.ConsumeCharges": "Utilizzi dell'Oggetto", + "SW5E.Consumed": "Consumati", + "SW5E.ConsumeMaterial": "Materiale", + "SW5E.ConsumeRecharge": "Ricarica Consumi?", + "SW5E.ConsumeResource": "Consuma Risorsa?", + "SW5E.ConsumeTitle": "Consumo Risorsa", + "SW5E.ConsumeWarningNoQuantity": "{name} ha terminato i {type} ad esso assegnati!", + "SW5E.ConsumeWarningNoResource": "A {name} sono assegnati {type} per il consumo, ma non è specificata alcuna risorsa!", + "SW5E.ConsumeWarningNoSource": "La fonte {type} a cui sono assegnati {name} per il consumo non è più disponibile!", + "SW5E.ConsumeWarningZeroAttribute": "{name} ha terminato la risorsa ad esso assegnata!", + "SW5E.ConUnconscious": "Privo di Sensi", + "SW5E.Core": "Principale", + "SW5E.CostGP": "Costo (CR)", + "SW5E.Cover": "Copertura", + "SW5E.CoverHalf": "Metà", + "SW5E.CoverThreeQuarters": "Tre Quarti", + "SW5E.CoverTotal": "Totale", + "SW5E.Critical": "Critico", + "SW5E.CriticalHit": "Colpo Critico", + "SW5E.Currency": "Valuta", + "SW5E.CurrencyConvert": "Converti Tutta la Valuta", + "SW5E.CurrencyConvertHint": "Converti tutta la valuta trasportata alla denominazione più alta possibile per ridurre la quantità di denaro trasportata dal personaggio. Attenzione, quest'azione non può essere annullata.", + "SW5E.CurrencyGC": "Crediti", + "SW5E.Damage": "Danno", + "SW5E.DamageAcid": "Acido", + "SW5E.DamageCold": "Freddo", + "SW5E.DamageEnergy": "Energia", + "SW5E.DamageFire": "Fuoco", + "SW5E.DamageForce": "Forza", + "SW5E.DamageIon": "Ionico", + "SW5E.DamageKinetic": "Cinetico", + "SW5E.DamageLightning": "Elettrico", + "SW5E.DamageNecrotic": "Necrotico", + "SW5E.DamagePoison": "Veleno", + "SW5E.DamagePsychic": "Psichico", + "SW5E.DamageRoll": "Tiro per i Danni", + "SW5E.DamageSonic": "Sonico", + "SW5E.DamImm": "Immunità ai Danni", + "SW5E.DamRes": "Resistenze ai Danni", + "SW5E.DamVuln": "Vulnerabilità ai Danni", + "SW5E.DarkPowerDC": "CD Poteri Oscuri", + "SW5E.Day": "Giorno", + "SW5E.DeathSave": "Tiri Salvezza Contro Morte", + "SW5E.DeathSaveCriticalSuccess": "{name} ha ottenuto un successo critico sul tiro salvezza contro morte ed ha recuperato 1 Punto Ferita!", + "SW5E.DeathSaveFailure": "{name} è morto con 3 tiri salvezza contro morte falliti!", + "SW5E.DeathSaveSuccess": "{name} è sopravvissuto con 3 tiri salvezza contro morte superati ed ora è stabile!", + "SW5E.DeathSaveUnnecessary": "Non devi lanciare un tiro salvezza contro morte perchè possiedi un numero positivo di punti ferita o hai già ottenuto 3 successi o 3 fallimenti.", + "SW5E.DeathSavingThrow": "Effettua un Tiro Salvezza Contro Morte", + "SW5E.Default": "Predefinito", + "SW5E.DefaultAbilityCheck": "Prova di Caratteristica Predefinita", + "SW5E.description": "Un sistema di gioco comprensivo per giocare a Star Wars 5a Edizione nell'ambiente di Foundry VTT.", + "SW5E.Description": "Descrizione", + "SW5E.Details": "Dettagli", + "SW5E.Dimensions": "Dimensioni", + "SW5E.Disadvantage": "Svantaggio", + "SW5E.DistAny": "Qualsiasi", + "SW5E.DistFt": "Metri", + "SW5E.DistMi": "Chilometri", + "SW5E.DistSelf": "Personale", + "SW5E.DistTouch": "Contatto", + "SW5E.Duration": "Durata", + "SW5E.EffectsCategoryTemporary": "Effetti Temporanei", + "SW5E.EffectsCategoryPassive": "Effetti Passivi", + "SW5E.EffectsCategoryInactive": "Effetti Inattivi", + "SW5E.EffectCreate": "Crea Effetto", + "SW5E.EffectDelete": "Elimina Effetto", + "SW5E.EffectEdit": "Modifica Effetto", + "SW5E.Effects": "Effetti", + "SW5E.EffectToggle": "Cambia Stato dell'Effetto", + "SW5E.EquipmentBonus": "Bonus Magico", + "SW5E.EquipmentClothing": "Vestiario", + "SW5E.EquipmentHeavy": "Armatura Pesante", + "SW5E.EquipmentLight": "Armatura Leggera", + "SW5E.EquipmentMedium": "Armatura Media", + "SW5E.EquipmentNatural": "Armatura Naturale", + "SW5E.EquipmentShield": "Scudo", + "SW5E.EquipmentShieldProficiency": "Scudi", + "SW5E.EquipmentTrinket": "Ninnoli", + "SW5E.EquipmentVehicle": "Equipaggiamento dei Veicoli", + "SW5E.Equipped": "Equipaggiato", + "SW5E.Exhaustion": "Indebolimento", + "SW5E.Expertise": "Maestria", + "SW5E.Favorites": "Preferiti", + "SW5E.FavoritesAndNotes": "Preferiti e Note", + "SW5E.FeatureActionRecharge": "Azione di Ricarica", + "SW5E.FeatureActive": "Privilegi Attivi", + "SW5E.FeatureAdd": "Crea Privilegio", + "SW5E.FeatureAttack": "Privilegio Offensivo", + "SW5E.FeaturePassive": "Privilegio Passivo", + "SW5E.FeatureRechargeOn": "Ricarica Con", + "SW5E.FeatureRechargeResult": "Risultato 1d6", + "SW5E.Features": "Privilegi", + "SW5E.FeatureUsage": "Usi dei Privilegi", + "SW5E.FeetAbbr": "m.", + "SW5E.Filter": "Filtro", + "SW5E.FilterNoPowers": "Nessun potere trovato con questi filtri.", + "SW5E.FlagsAdaptiveResilience": "Resilienza Adattiva", + "SW5E.FlagsAdaptiveResilienceHint": "L'uso prolungato della tecnologia permette ai membri di questa specie di adattarsi rapidamente ai suoi effetti. Hai vantaggio ai tiri salvezza su Forza e Costituzione contro i tecnopoteri.", + "SW5E.FlagsAggressive": "Aggressivo", + "SW5E.FlagsAggressiveHint": "Come azione bonus, puoi muoverti di un massimo della tua velocità verso un nemico a tua scelta che puoi vedere o sentire. Devi terminare questo movimento più vicino al nemico di quanto fossi prima che iniziassi a muoverti.", + "SW5E.FlagsAlert": "Talento Allerta", + "SW5E.FlagsAlertHint": "Conferisce +5 all'Iniziativa.", + "SW5E.FlagsAmphibious": "Anfibio", + "SW5E.FlagsAmphibiousHint": "Puoi respirare aria e acqua.", + "SW5E.FlagsArmorIntegration": "Armatura Integrata", + "SW5E.FlagsArmorIntegrationHint": "Non puoi indossare armature, ma puoi chiedere ad un professionista di integrarla alla tua scocca durante un riposo lungo. Questo lavoro deve essere effettuato da qualcuno copmpetente con gli strumenti da astrotecnico. Devi essere competente nell'armatura installata.", + "SW5E.FlagsBusinessSavvy": "Astuzia Mercantile", + "SW5E.FlagsBusinessSavvyHint":"Quando effettui una prova di Carisma (Persuasione) per contrattare sei considerato avere maestria nell'abilità Persuasione.", + "SW5E.FlagsCannibalize": "Cannibalizzare", + "SW5E.FlagsCannibalizeHint":"Se spendi almeno 1 minuto divorando il cadavere di una bestia o di un umanoide, ottieni un ammontare di punti ferita temporanei pari al tuo modificatore di Costituzione. Una volta che utilizzi questa capacità, devi completare un riposo breve o lungo prima di poterla usare nuovamente.", + "SW5E.FlagsClosedMind": "Mente Reclusa", + "SW5E.FlagsClosedMindHint": "I membri della tua specie possiedono un legame innato con la Forza, che li rende resistenti ai suoi poteri. Hai vantaggio ai tiri salvezza su Saggezza e Carisma contro i poteri della forza.", + "SW5E.FlagsCrudeWeaponSpecialists": "Specialista di Armi Primitive", + "SW5E.FlagsCrudeWeaponSpecialistsHint": "I membri della tua specie sono abituati a doversi arrangiare con poco. Puoi spendere 1 ora, anche nel corso di un riposo breve, per creare un'arma con materiali grezzi. Puoi creare qualsiasi arma cinetica semplice, ma essa subisce una penalità di -1 ai tiri per di danni.", + "SW5E.FlagsDefiant": "Sprezzante", + "SW5E.FlagsDefiantHint": "I membri della tua specie sono conosciuti per essere testardi e per rifiutare di arrendersi, persino nelle situazioni peggiori. Quando tu o una creatura che puoi vedere e comprendere effettua una prova di caratteristica, tiro per colpire o tiro salvezza, puoi lanciare un d4 ed aggiungere il risultato al totale (nessuna azione richiesta). Puoi utilizzare questa capacità prima o dopo il tiro, ma prima che il GM ne riveli il successo o il fallimento. Una volta che utilizzi questa capacità, devi completare un riposo breve o lungo prima di poterla usare nuovamente.", + "SW5E.FlagsDetailOriented": "Orientato Verso i Dettagli", + "SW5E.FlagsDetailOrientedHint": "Hai vantaggio alle prove di Intelligenza (Investigare) effettuate entro 1,5 metri.", + "SW5E.FlagsElvenAccuracy": "Accuratezza Elfica", + "SW5E.FlagsElvenAccuracyHint": "Lancia un d20 extra quando hai vantaggio ad uyn tiro che utilizzi Destrezza, Intelligenza, Saggezza o Carisma.", + "SW5E.FlagsEnthrallingPheromones": "Feromoni Ammalianti", + "SW5E.FlagsEnthrallingPheromonesHint": "Puoi utilizzare i tuoi feromoni per influenzare individui di entrambi i sessi. Quando ottieni un 1 naturale ad una prova di Carisma (Persuasione), puoi rilanciare il dado e devi usare il nuovo risultato. Inoltre, una volta per riposo breve o lungo, puoi considerare un risultato di 9 o inderiore sul d20 ad una prova di Carisma come un 10. Questa capacità non ha effetto su droidi o costrutti.", + "SW5E.FlagsExtraArms": "Braccia Aggiuntive", + "SW5E.FlagsExtraArmsHint": "Possiedi più di due braccia, che puoi utilizzare independentemente l'una dall'altra. Puoi ottenere i benefici di oggetti impugnati solamente in due delle tue braccia alla volta e, una volta per round, puoi cambiare la coppia di braccia da cui ottenere i benefici (nessuna azione richiesta).", + "SW5E.FlagsForceContention": "Conflitto con la Forza", + "SW5E.FlagsForceContentionHint": "A causa della loro particolare fisiologia, i membri della tua specie mostrano una naturale resistenza alla Forza. Hai vantaggio ai tiri salvezza su Forza e Costituzione contro i poteri della forza.", + "SW5E.FlagsForceInsensitive": "Insensibile alla Forza", + "SW5E.FlagsForceInsensitiveHint": "Benchè i droidi possano essere manipolati dai poteri della forza, essi non possono percepirla. Non puoi utilizzare poteri della forza o ottenere livelli in classi che sono in grado di usarli.", + "SW5E.FlagsForeignBiology": "Biologia Aliena", + "SW5E.FlagsForeignBiologyHint": "Indossi un apparato respiratorio poichè molte delle atmosfere nella galassia sono diverse da quella del pianeta nativo della tua specie. Se questo apparato viene rimosso mentre ti trovi in uno di questi ambienti perdi conoscenza.", + "SW5E.FlagsFuryOfTheSmall": "Furia del Piccolo", + "SW5E.FlagsFuryOfTheSmallHint": "Quando danneggi una creatura di almeno una categoria di taglia superiore alla tua con un attacco o un potere, puoi decidere di infliggere un ammontare di danni aggiuntivi pari al tuo livello a quella creatura con quell'attacco o potere. Una volta che utilizzi questa capacità, devi completare un riposo breve o lungo prima di poterla usare nuovamente.", + "SW5E.FlagsGrovelCowerAndBeg": "Piccolo e Umile Servo", + "SW5E.FlagsGrovelCowerAndBegHint": "Con un'azione nel tuo turno, puoi supplicare pateticamente per distrarre i nemici vicini. Fino alla fine del tuo prossimo turno, i tuoi alleati hanno vantaggio ai tiri per colpire contro i nemici entro 3 metri da te che possono vederti. Una volta che utilizzi questa capacità, devi completare un riposo breve o lungo prima di poterla usare nuovamente.", + "SW5E.FlagsHalflingLucky": "Fortuna dell'Halfling", + "SW5E.FlagsHalflingLuckyHint": "Rilancia gli 1 naturali quando effettui prove con un d20.", + "SW5E.FlagsInitiativeAdv": "Vantaggio all'Iniziativa", + "SW5E.FlagsInitiativeAdvHint": "Conferito da talenti o da oggetti magici.", + "SW5E.FlagsInscrutable": "Inscrutabile", + "SW5E.FlagsInscrutableHint": "Il tuo atteggiamento calmo e controllato ti rendono difficile da comprendere. Le prove di Saggezza (Intuizione) contro di te sono effettuare con svantaggio, e tu hai vantaggio ai tiri salvezza contro qualsiasi effetto che tenti di leggere la tua mente.", + "SW5E.FlagsInstructions": "Configura le capacità del personaggio e i tratti che regolano il comportamento del sistema SW5e.", + "SW5E.FlagsJOAT": "Factotum", + "SW5E.FlagsJOATHint": "Aggiungi metà del tuo bonus di competenza alle Prove di Caratteristica nelle quali non sei Competente.", + "SW5E.FlagsKeenSenses": "Sensi Acuti", + "SW5E.FlagsKeenSensesHint": "Hai vantaggio alle prove di Saggezza (Percezione) che utilizzano sensi speciali (vedi i tratti della tua specie per i dettagli).", + "SW5E.FlagsLongLimbed": "Arti Allungati", + "SW5E.FlagsLongLimbedHint": "Quando effettui un attacco in mischia nel tuo turno, la tua portata con esso è superiore di 1,5 metri rispetto al normale.", + "SW5E.FlagsMaintenanceMode": "Modalità di Manutenzione", + "SW5E.FlagsMaintenanceModeHint": "Invece che dormire, entri in uno stato di inattività per effettuare attività di manutenzione di routine per 4 ore al giorno. Hai svantaggio alle prove di Saggezza (Percezione) effettuate mentre ti trovi in questo stato.", + "SW5E.FlagsMaskOfTheWild": "Maschera della Selva", + "SW5E.FlagsMaskOfTheWildHint":"Puoi tentare di nasconderti alla vista altrui anche quando sei leggermente oscurato da fogliame, pioggia fitta, neve, foschia e altri fenomeni naturali.", + "SW5E.FlagsMeleeCriticalDice": "Danno Critico in Mischia", + "SW5E.FlagsMeleeCriticalDiceHint": "Il numero di dadi di danno addizionali da lanciare in caso di un colpo critico con un'arma da mischia.", + "SW5E.FlagsMultipleHearts": "Cuori Multipli", + "SW5E.FlagsMultipleHeartsHint": "Quando vieni ridotto a 0 punti ferita, ma non vieni ucciso sul colpo, puoi decidere di rimanere ad 1 punto ferita. Una volta che utilizzi questa capacità, devi completare un riposo lungo prima di poterla usare nuovamente.", + "SW5E.FlagsNaturallyStealthy": "Furtività Innata", + "SW5E.FlagsNaturallyStealthyHint": "Puoi tentare di nasconderti anche se sei oscurato solo da una singola creatura, purché questa sia più grande di te di almeno una taglia.", + "SW5E.FlagsNimbleAgility": "Agilità Felina", + "SW5E.FlagsNimbleAgilityHint": "I tuoi riflessi e agilità ti permettono di muoverti con un'esplosione di velocità. Quando ti muovi nel tuo turno in combattimento, puoi raddoppiare la tua velcoità fino al termine del turno. Una volta che usi questa capacità, non puoi usarla nuovamente finchè non decidi di muoerti di 0 metri in uno dei tuoi turni.", + "SW5E.FlagsNimbleEscape": "Fuga Agile", + "SW5E.FlagsNimbleEscapeHint": "Puoi usare l'azione di Disimpegno o di Nascondersi come azione bonus.", + "SW5E.FlagsNimbleness": "Agilità", + "SW5E.FlagsNimblenessHint": "Puoi muoverti attraverso gli spazi occupati da qualsiasi creatura di taglia più grande della tua.", + "SW5E.FlagsObservant": "Talento Osservatore", + "SW5E.FlagsObservantHint": "Conferisce un bonus di +5 al punteggio passivo di Percezione e Investigare.", + "SW5E.FlagsPintsized": "Soldo di Cacio", + "SW5E.FlagsPintsizedHint": "La tua statura minuta ti rende difficoltoso impugnare le armi più grandi. Non puoi usare scudi medi o pesanti. Inoltre, non puoi impugnare armi con la proprietà due mani o versatile e puoi impugnare le armi ad una mano solamente utilizzandone due, a meno che non possiedano la proprietà leggera.", + "SW5E.FlagsPowerCritThreshold": "Soglia di Critico Poderoso", + "SW5E.FlagsPowerCritThresholdHint": "Una soglia di crtitico incrementata per attacchi poderosi.", + "SW5E.FlagsPowerfulBuild": "Corporatura Possente", + "SW5E.FlagsPowerfulBuildHint": "Vieni considerato di due taglie superiori per determinare la tua capacità di carico ed il peso che puoi spingere, trascinare o sollevare.", + "SW5E.FlagsPrecognition": "Precognizione", + "SW5E.FlagsPrecognitionHint": "Puoi avere brevi visioni del futuro che ti permettono di trasformare i fallimenti in successi. QUando ottieni un 1 naturale su un tiro per colpire, prova di caratteristica o tiro salvezza, puoi rilanciare il dado e devi utilizzare il nuovo risultato.", + "SW5E.FlagsProgrammer": "Programmatore", + "SW5E.FlagsProgrammerHint": "Quando effettui una prova di Intelligenza (Tecnologia) che ha a che fare con i computer, sei considerato avere maestria nell'abilità Tecnologia.", + "SW5E.FlagsPuny": "Gracile", + "SW5E.FlagsPunyHint": "I membri della tua specie sono troppo minuti per essere una minaccia. Hai svantaggio ai tiri salvezza sulla Forza e non puoi aggiungere un valore superiore a +3 per determinare il bonus ai tiri per colpire e ai danni degli attacchi con armi basate sulla Forza.", + "SW5E.FlagsRapidlyRegenerative": "Rigenerazione Rapida", + "SW5E.FlagsRapidlyRegenerativeHint": "Guarisci velocemente, che sia per scelta o in reazione ad una minaccia. Come azione bonus, puoi scegliere di spendere uno dei tuoi Dadi Vita per recuperare punti ferita. Addizionalmente, quando subisci danno, puoi usare la tua reazione e spendere un Dado Vita per recuperare punti ferita, a meno che il danno subito non riduca i tuoi punti ferita a 0.", + "SW5E.FlagsRapidReconstruction": "Ricostruzione Rapida", + "SW5E.FlagsRapidReconstructionHint": "Sei construito con un meccanismo di riparazione automatico. Come azione bonus, puoi scegliere di spendere uno dei tuoi Dadi Vita per recuperare punti ferita.", + "SW5E.FlagsRegenerative": "Rigenerativo", + "SW5E.FlagsRegenerativeHint": "Quando subisci danno, puoi usare la tua reazione e spendere un Dado Vita per recuperare punti ferita, a meno che il danno subito non riduca i tuoi punti ferita a 0.", + "SW5E.FlagsReliableTalent": "Dote Affidabile", + "SW5E.FlagsReliableTalentHint": "Privilegio Dote Affidabile del Ladro.", + "SW5E.FlagsRemarkableAthlete": "Atleta Rimarchevole.", + "SW5E.FlagsRemarkableAthleteHint": "Aggiungi metà del tuo bonus di competenza (arrotondato per eccesso) alle Prove di Caratteristica fisiche e all'Iniziativa.", + "SW5E.FlagsSavageAttacks": "Attacchi Selvaggi", + "SW5E.FlagsSavageAttacksHint": "Quando ottieni un colpo critico con un attacco con arma da mischia, puoi lanciare uno dei dadi di danno dell'arma una volta addizionale e sommare il risultato al totale del danno inflitto dal colpo critico.", + "SW5E.FlagsSave": "Aggiorna i Tratti Speciali", + "SW5E.FlagsShapechanger": "Mutaforma", + "SW5E.FlagsShapechangerHint": "Con un'azione, puoi alterare il tuo aspetto e la tua voce. Sei tu a determinare le specificità di queste modifiche, incluso il colore della pelle, la lunghezza dei capelli e il sesso. Puoi anche cambiare il tuo peso e la tua altezza, ma non tanto da modificare la tua categoria di taglia. Puoi apparire come il membro di un'altra specie, ma senza cambiare le tue statistiche di gioco. Non puoi riprodurre l'aspetto di una creatura che non hai mai visto, e devi adottare una forma che abbia la tua stessa conformazione anatomica per quano riguarda gli arti. I tuoi vestiti ed equipaggiamento non vengono alterati da questa capacità. Rimani nella nuova forma fino a che non utilizzi un'azione per ritornare al tuo aspetto originale o finchè non muori.", + "SW5E.FlagsStrongLegged": "Gambe Possenti", + "SW5E.FlagsStrongLeggedHint": "Quando effettui un salto in lungo puoi coprire una distanza di 60 centimetri per il tuo punteggio di Forza. Quando effettui un salto in alto, balzi in alto per una distanza pari a 90 centimetri + 60 centimetri per il tuo modificatore di Forza.", + "SW5E.FlagsSunlightSensitivity": "Sensibilità alla Luce del Sole", + "SW5E.FlagsSunlightSensitivityHint": " Finché sei esposto alla luce del sole, subisci svantaggio ai tiri per colpire e alle prove di Saggezza (Percezione) basate sulla vista quando tu, il bersaglio del tuo attacco o ciò che provi ad osservare si trova nella luce solare diretta.", + "SW5E.FlagsSurpriseAttack": "Attacco a Sorpresa", + "SW5E.FlagsSurpriseAttackHint": "Se sorprendi una creature la colpisci con una attacco nel tuo primo turno di copmbattimento, l'attacco infligge ad essa 2d6 danni aggiuntivi. Puoi utilizzare questa capacità solamente una volta per combattimento.", + "SW5E.FlagsTechImpaired": "Tecnoanalfabeta", + "SW5E.FlagsTechImpairedHint": "Benchè i memnbri della tua specie siano in grado di utilizzare tecnologie basilari, hanno difficoltà nell'utilizzo di strumentazioni più avanzate, come il pad da polso. Non puoi usare tecnopoteri o ottenere livelli in classi in grado di utilizzarli.", + "SW5E.FlagsTechResistance": "Tecnoresistenza", + "SW5E.FlagsTechResistanceHint": "Hai vantaggio ai tiri salvezza su Destrezza e Intelligenza contro i tecnopoteri.", + "SW5E.FlagsTinker": "Inventore", + "SW5E.FlagsTinkerHint": "Hai competenza negli strumenti da inventore. Utilizzando questi strumenti, puoi dedicare 1 ora e una quantità di materiali pari a un valore di 100 cr per costruire un congegno meccanico Minuscolo (CA 5, 1 pf). Puoi usare l'azione di Usa un Oggetto per causare una varietà di effetti minori (vedi la lista dei tratti della tua specie). Puoi mantenere attivi un numero di dispositivi contemporanei pari al tuo bonus di competenza e un dispositivo smette di funzionare se rimane per 24 ore lontano da te. Puoi smantellare un dispositivo per recuperare i materiali usati per crearlo.", + "SW5E.FlagsTitle": "Configura Tratti Speciali", + "SW5E.FlagsToughness": "Robustezza", + "SW5E.FlagsToughnessHint": "I tuoi punti ferita massimi aumentano di 1 e di 1 aggiuntivo ogni volta che ottieni un livello.", + "SW5E.FlagsTrance": "Trance", + "SW5E.FlagsTranceHint": "Tramite la meditazione o l'adattamento ad un ciclo di sonno ridotto, sei in grado di ottenere i benefici per cui un umano necessita di 8 ore.", + "SW5E.FlagsUnarmedCombatant": "Combattente Senz'Armi", + "SW5E.FlagsUnarmedCombatantHint": "I tuoi colpi senz'armi infliggono 1d4 danni cinetici. Puoi utilizzare a tua scelta la Forza o la Destrezza per i tiri per colpire e i danni dei colpi senz'armi. Devi utilizzare lo stesso modificatore per entrambi.", + "SW5E.FlagsUndersized": "Sottodimensionato", + "SW5E.FlagsUndersizedHint": "La tua statura ridotta ti rende difficoltoso impugnare le armi più grandi. Non puoi usare gli scudi pesanti, le armi da guerra con la proprietà due mani a meno che non possiedano anche la proprietà leggera e, se un'arma da guerra possiede la proprietà versatile, puoi utilizzarla solamente con due mani.", + "SW5E.FlagsUnsettlingVisage": "Aspetto Inquietante", + "SW5E.FlagsUnsettlingVisageHint": "Quando una creatura che può vederti effettua un tiro per cplpire contro di te, puoi usare la tua reazione per imporre svantaggio al tiro. Devi utilizzare questa capacità prima di sapere se l'attacco colpirà o meno. Usare questo tratto rivela la tua natura di mutaforma a qualsiasi creatura entro 9 metri che sia in grado di vederti. Una volta che utilizzi questa capacità, devi completare un riposo breve o lungo prima di poterla usare nuovamente.", + "SW5E.FlagsWeaponCritThreshold": "Soglia di Critico con Arma", + "SW5E.FlagsWeaponCritThresholdHint": "Una soglia di crtitico incrementata per gli attacchi con arma.", + "SW5E.Flat": "Fisso", + "SW5E.Flaws": "Difetti", + "SW5E.ForcePowerbook": "Poteri della Forza", + "SW5E.Formula": "Formula", + "SW5E.GrantedAbilities": "Capacità Conferite", + "SW5E.HalfProficient": "Metà Competenza", + "SW5E.Healing": "Guarigione", + "SW5E.HealingTemp": "Guarigione (Temporanea)", + "SW5E.Health": "Salute", + "SW5E.HealthConditions": "Condizioni Salute", + "SW5E.HealthFormula": "Formula Salute", + "SW5E.HitDice": "Dado Vita", + "SW5E.HitDiceRoll": "Lancia Dado Vita", + "SW5E.HitDiceUsed": "Dadi Vita Utilizzati", + "SW5E.HitDiceWarn": "{name} non ha {formula} Dadi Vita disponibili!", + "SW5E.HP": "Punti Ferita", + "SW5E.HPFormula": "Formula Punti Ferita", + "SW5E.Ideals": "Ideali", + "SW5E.Identified": "Identificato", + "SW5E.Initiative": "Iniziativa", + "SW5E.Inspiration": "Ispirazione", + "SW5E.Inventory": "Inventario", + "SW5E.ItemActionType": "Tipo di Azione", + "SW5E.ItemActivationCondition": "Condizione di Attivazione", + "SW5E.ItemActivationCost": "Costo di Attivazione", + "SW5E.ItemAttackBonus": "Bonus Tiro per Colpire", + "SW5E.ItemConsumableActivation": "Attivazione Consumabile", + "SW5E.ItemConsumableDetails": "Dettagli Consumabile", + "SW5E.ItemConsumableStatus": "Stato Consumabile", + "SW5E.ItemConsumableType": "Tipo Consumabile", + "SW5E.ItemConsumableUsage": "Uso Consumabile", + "SW5E.ItemContainerCapacity": "Capacità", + "SW5E.ItemContainerCapacityItems": "Oggetti", + "SW5E.ItemContainerCapacityType": "Tipo di Capacità", + "SW5E.ItemContainerCapacityWeight": "Peso", + "SW5E.ItemContainerDetails": "Dettagli Contentitore", + "SW5E.ItemContainerProperties": "Proprietà Contenitore", + "SW5E.ItemContainerWeightless": "Contenuto Privo di Peso", + "SW5E.ItemCreate": "Crea Oggetto", + "SW5E.ItemDelete": "Elimina Oggetto", + "SW5E.ItemDestroyEmpty": "Distruggi se Vuoto", + "SW5E.ItemEdit": "Modifica Oggetto", + "SW5E.ItemEquipmentAction": "Azione Equipaggiamento", + "SW5E.ItemEquipmentDetails": "Dettagli Equipaggiamento", + "SW5E.ItemEquipmentDexMod": "Bonus Destrezza Max.", + "SW5E.ItemEquipmentStatus": "Stato Equipaggiamento", + "SW5E.ItemEquipmentStealthDisav": "Infligge Svantaggio a Furtività", + "SW5E.ItemEquipmentType": "Tipo Equipaggiamento", + "SW5E.ItemEquipmentUsage": "Uso Equipaggiamento", + "SW5E.ItemName": "Nome Oggetto", + "SW5E.ItemNew": "Nuovo {type}", + "SW5E.ItemNoUses": "{name} non ha utilizzi rimasti.", + "SW5E.ItemRechargeCheck": "{name} prova di ricarica", + "SW5E.ItemRechargeFailure": "fallimento!", + "SW5E.ItemRechargeSuccess": "successo!", + "SW5E.ItemRequiredStr": "Forza Richiesta", + "SW5E.ItemToolProficiency": "Competenza Strumenti", + "SW5E.ItemTypeArchetype": "Archetipo", + "SW5E.ItemTypeBackground": "Background", + "Sw5E.ItemTypeBackgroundPl": "Backgrounds", + "SW5E.ItemTypeClass": "Classe", + "SW5E.ItemTypeClassFeat": "Privilegio di Classe", + "SW5E.ItemTypeClassFeats": "Privilegi di Classe", + "SW5E.ItemTypeClassPl": "Livelli di Classe", + "SW5E.ItemTypeConsumable": "Consumabile", + "SW5E.ItemTypeConsumablePl": "Consumabili", + "SW5E.ItemTypeContainer": "Contenitore", + "SW5E.ItemTypeContainerPl": "Contenitori", + "SW5E.ItemTypeEquipment": "Equipaggiamento", + "SW5E.ItemTypeEquipmentPl": "Equipaggiamento", + "SW5E.ItemTypeFeat": "Talento", + "SW5E.ItemTypeFeatPl": "Talenti", + "SW5E.ItemTypeFightingMastery": "Maestria Marziale", + "SW5E.ItemTypeFightingMasteryPl": "Maestrie Marziali", + "SW5E.ItemTypeFightingStyle": "Stile di Combattimento", + "SW5E.ItemTypeFightingStylePl": "Stili di Combattimento", + "SW5E.ItemTypeLightsaberForm": "Forma di Spada Laser", + "SW5E.ItemTypeLightsaberFormPl": "Forme di Spada Laser", + "SW5E.ItemTypeLoot": "Tesoro", + "SW5E.ItemTypeLootPl": "Tesoro", + "SW5E.ItemTypePower": "Potere", + "SW5E.ItemTypePowerPl": "Poteri", + "SW5E.ItemTypeSpecies": "Specie", + "SW5E.ItemTypeSpeciesPl": "Specie", + "SW5E.ItemTypeTool": "Strumento", + "SW5E.ItemTypeToolPl": "Strumenti", + "SW5E.ItemTypeWeapon": "Arma", + "SW5E.ItemTypeWeaponPl": "Armi", + "SW5E.ItemWeaponAttack": "Attacco con Arma", + "SW5E.ItemWeaponDetails": "Dettagli Arma", + "SW5E.ItemWeaponProperties": "Proprietà Arma", + "SW5E.ItemWeaponStatus": "Stato Arma", + "SW5E.ItemWeaponType": "Tipo Arma", + "SW5E.ItemWeaponUsage": "Uso Arma", + "SW5E.JackOfAllTrades": "Factotum", + "SW5E.Journal": "Diario Personale", + "SW5E.JournalAndNotes": "Diario e Note", + "SW5E.LairAct": "Usa Azione di Tana", + "SW5E.LairActionLabel": "Azione di Tana", + "SW5E.Languages": "Linguaggi", + "SW5E.LanguagesAbyssin": "Abyssino", + "SW5E.LanguagesAleena": "Aleena", + "SW5E.LanguagesAntarian": "Antariano", + "SW5E.LanguagesAnzellan": "Anzellano", + "SW5E.LanguagesAqualish": "Aqualish", + "SW5E.LanguagesArconese": "Arconese", + "SW5E.LanguagesArdennian": "Ardenniano", + "SW5E.LanguagesArkanian": "Arkaniano", + "SW5E.LanguagesBalosur": "Balosur", + "SW5E.LanguagesBarabel": "Barabel", + "SW5E.LanguagesBasic": "Basic", + "SW5E.LanguagesBesalisk": "Besalisk", + "SW5E.LanguagesBinary": "Binario", + "SW5E.LanguagesBith": "Bith", + "SW5E.LanguagesBocce": "Bocce", + "SW5E.LanguagesBothese": "Bothese", + "SW5E.LanguagesCatharese": "Catharese", + "SW5E.LanguagesCerean": "Cerean", + "SW5E.LanguagesChadra-Fan": "Chadra-Fan", + "SW5E.LanguagesChagri": "Chagri", + "SW5E.LanguagesCheunh": "Cheunh", + "SW5E.LanguagesChevin": "Chevin", + "SW5E.LanguagesChironan": "Chironano", + "SW5E.LanguagesClawdite": "Clawdite", + "SW5E.LanguagesCodruese": "Codruese", + "SW5E.LanguagesColicoid": "Colicoide", + "SW5E.LanguagesDashadi": "Dashadi", + "SW5E.LanguagesDefel": "Defel", + "SW5E.LanguagesDevaronese": "Devaronese", + "SW5E.LanguagesDosh": "Dosh", + "SW5E.LanguagesDraethos": "Draethosiano", + "SW5E.LanguagesDug": "Dug", + "SW5E.LanguagesDurese": "Durese", + "SW5E.LanguagesEwokese": "Ewokese", + "SW5E.LanguagesFalleen": "Falleen", + "SW5E.LanguagesFelucianese": "Felucianese", + "SW5E.LanguagesGamorrese": "Gamorrese", + "SW5E.LanguagesGand": "Gand", + "SW5E.LanguagesGeonosian": "Geonosian", + "SW5E.LanguagesGivin": "Givin", + "SW5E.LanguagesGran": "Gran", + "SW5E.LanguagesGungan": "Gungan", + "SW5E.LanguagesHapan": "Hapan", + "SW5E.LanguagesHarchese": "Harchese", + "SW5E.LanguagesHerglese": "Herglese", + "SW5E.LanguagesHonoghran": "Honoghran", + "SW5E.LanguagesHuttese": "Huttese", + "SW5E.LanguagesIktotchese": "Iktotchese", + "SW5E.LanguagesIthorese": "Ithorese", + "SW5E.LanguagesJawaese": "Jawaese", + "SW5E.LanguagesKaleesh": "Kaleesh", + "SW5E.LanguagesKaminoan": "Kaminoano", + "SW5E.LanguagesKarkaran": "Karkarano", + "SW5E.LanguagesKelDor": "Kel Dor", + "SW5E.LanguagesKharan": "Kharan", + "SW5E.LanguagesKillik": "Killik", + "SW5E.LanguagesKlatooinian": "Klatooiniano", + "SW5E.LanguagesKubazian": "Kubazian", + "SW5E.LanguagesKushiban": "Kushiban", + "SW5E.LanguagesKyuzo": "Kyuzo", + "SW5E.LanguagesLannik": "Lannik", + "SW5E.LanguagesLasat": "Lasat", + "SW5E.LanguagesLowickese": "Lowickese", + "SW5E.LanguagesLurmese": "Lurmese", + "SW5E.LanguagesMandoa": "Mando'a", + "SW5E.LanguagesMiralukese": "Miralukese", + "SW5E.LanguagesMirialan": "Mirialano", + "SW5E.LanguagesMonCal": "Mon Cal", + "SW5E.LanguagesMustafarian": "Mustafariano", + "SW5E.LanguagesMuun": "Muun", + "SW5E.LanguagesNautila": "Nautila", + "SW5E.LanguagesOrtolan": "Ortolano", + "SW5E.LanguagesPakPak": "Pak Pak", + "SW5E.LanguagesPyke": "Pyke", + "SW5E.LanguagesQuarrenese": "Quarrenese", + "SW5E.LanguagesRakata": "Rakata", + "SW5E.LanguagesRattataki": "Rattataki", + "SW5E.LanguagesRishii": "Rishii", + "SW5E.LanguagesRodese": "Rodese", + "SW5E.LanguagesRyn": "Ryn", + "SW5E.LanguagesSelkatha": "Selkatha", + "SW5E.LanguagesSemblan": "Semblan", + "SW5E.LanguagesShistavanen": "Shistavanen", + "SW5E.LanguagesShyriiwook": "Shyriiwook", + "SW5E.LanguagesSith": "Sith", + "SW5E.LanguagesSquibbian": "Squibbian", + "SW5E.LanguagesSriluurian": "Sriluurian", + "SW5E.LanguagesSsi-ruuvi": "Ssi-ruuvi", + "SW5E.LanguagesSullustese": "Sullustese", + "SW5E.LanguagesTalzzi": "Talzzi", + "SW5E.LanguagesTarasinese": "Tarasinese", + "SW5E.LanguagesThisspiasian": "Thisspiasian", + "SW5E.LanguagesTogorese": "Togorese", + "SW5E.LanguagesTogruti": "Togruti", + "SW5E.LanguagesToydarian": "Toydariano", + "SW5E.LanguagesTusken": "Tusken", + "SW5E.LanguagesTwileki": "Twi'leki", + "SW5E.LanguagesUgnaught": "Ugnaught", + "SW5E.LanguagesUmbaran": "Umbaran", + "SW5E.LanguagesUtapese": "Utapese", + "SW5E.LanguagesVerpine": "Verpine", + "SW5E.LanguagesVong": "Vong", + "SW5E.LanguagesVoss": "Voss", + "SW5E.LanguagesYevethan": "Yevethano", + "SW5E.LanguagesZabraki": "Zabraki", + "SW5E.LanguagesZygerrian": "Zygerriano", + "SW5E.LegAct": "Azioni Leggendarie", + "SW5E.LegendaryActionLabel": "Azione Leggendaria", + "SW5E.LegRes": "Legendary Resistance", + "SW5E.Level": "Livello", + "SW5E.LevelScaling": "Ai Livelli Superiori", + "SW5E.LightPowerDC": "CD Poteri Chiari", + "SW5E.LimitedUses": "Usi Limitati", + "SW5E.LongRest": "Riposo Lungo", + "SW5E.LongRestEpic": "Riposo Lungo (1 ora)", + "SW5E.LongRestGritty": "Riposo Lungo (7 giorni)", + "SW5E.LongRestNormal": "Riposo Lungo (8 ore)", + "SW5E.LongRestOvernight": "Riposo Lungo (Nuovo Giorno)", + "SW5E.LongRestResult": "{name} effettua un riposo lungo.", + "SW5E.LongRestResultFP": "{name} effettua un riposo lungo e recupera {force} Punti Forza.", + "SW5E.LongRestResultFPHD": "{name} effettua un riposo lungo e recupera {force} Punti Forza e {dice} Dadi Vita.", + "SW5E.LongRestResultFPTP": "{name} effettua un riposo lungo e recupera {force} Punti Forza e {tech} Tecnopunti.", + "SW5E.LongRestResultFPTPHD": "{name} effettua un riposo lungo e recupera {force} Punti Forza, {tech} Tecnopunti e {dice} Dadi Vita.", + "SW5E.LongRestResultHD": "{name} effettua un riposo lungo e recupera {dice} Dadi Vita.", + "SW5E.LongRestResultHP": "{name} effettua un riposo lungo e recupera {health} Punti Ferita.", + "SW5E.LongRestResultHPFP": "{name} effettua un riposo lungo e recupera {health} Punti Ferita e {force} Punti Forza.", + "SW5E.LongRestResultHPFPHD": "{name} effettua un riposo lungo e recupera {health} Punti Ferita, {force} Punti Forza, e {dice} Dadi Vita.", + "SW5E.LongRestResultHPFPTP": "{name} effettua un riposo lungo e recupera {health} Punti Ferita, {force} Punti Forza e {tech} Tecnopunti.", + "SW5E.LongRestResultHPFPTPHD": "{name} effettua un riposo lungo e recupera {health} Punti Ferita, {force} Punti Forza, {tech} Tecnopunti e {dice} Dadi Vita.", + "SW5E.LongRestResultHPHD": "{name} effettua un riposo lungo e recupera {health} Punti Ferita e {dice} Dadi Vita.", + "SW5E.LongRestResultHPTP": "{name} effettua un riposo lungo e recupera {health} Punti Ferita e {tech} Tecnopunti.", + "SW5E.LongRestResultHPTPHD": "{name} effettua un riposo lungo e recupera {health} Punti Ferita, {tech} Tecnopunti, e {dice} Dadi Vita.", + "SW5E.LongRestResultTP": "{name} effettua un riposo lungo e recupera {tech} Tecnopunti.", + "SW5E.LongRestResultTPHD": "{name} effettua un riposo lungo e recupera {tech} Tecnopunti e {dice} Dadi Vita.", + "SW5E.Max": "Max", + "SW5E.Modifier": "Modificatore", + "SW5E.Movement": "Movimento", + "SW5E.MovementBurrow": "Scavare", + "SW5E.MovementClimb": "Scalare", + "SW5E.MovementConfig": "Configura Velocità di Movimento", + "SW5E.MovementConfigHint": "Configura la velocità di movimento e gli attributi di movimento speciale di questa creatura.", + "SW5E.MovementFly": "Volare", + "SW5E.MovementHover": "Fluttuare", + "SW5E.MovementSwim": "Nuotare", + "SW5E.MovementUnits": "Unità", + "SW5E.MovementWalk": "Camminare", + "SW5E.Name": "Nome del Personaggio", + "SW5E.NoCharges": "Nessuna Carica", + "SW5E.None": "Nessuno", + "SW5E.NoPowerLevels": "Questo personaggio non possiede livelli in una classe che permetta l'uso di poteri, ma puoi aggiungere i poteri manualmente.", + "SW5E.Normal": "Normale", + "SW5E.Notes": "Note", + "SW5E.NotProficient": "Non Competente", + "SW5E.of": "di", + "SW5E.OtherFormula": "Altra Formula", + "SW5E.PactMagic": "Magia del Patto", + "SW5E.Passive": "Passiva", + "SW5E.per": "per", + "SW5E.PersonalityTraits": "Tratti della Personalità", + "SW5E.PlaceTemplate": "Posiziona l'Area d'Effetto", + "SW5E.Polymorph": "Metamorfosi", + "SW5E.PolymorphAcceptSettings": "Impostazioni Personalizzate", + "SW5E.PolymorphKeepBio": "Mantieni biografia", + "SW5E.PolymorphKeepClass": "Mantieni bonus di competenza (mantiene gli oggetti di classe nella scheda)", + "SW5E.PolymorphKeepFeats": "Mantieni talenti", + "SW5E.PolymorphKeepItems": "Mantieni equipaggiamento", + "SW5E.PolymorphKeepMental": "Mantieni punteggi di caratteristica mentali (Int, Sag, Car)", + "SW5E.PolymorphKeepPhysical": "Mantieni punteggi di caratteristica fisici (For, Des, Cos)", + "SW5E.PolymorphKeepPowers": "Mantieni poteri", + "SW5E.PolymorphKeepSaves": "Mantieni competenze nei tiri salvezza", + "SW5E.PolymorphKeepSkills": "Mantieni competenze nelle abilità", + "SW5E.PolymorphKeepVision": "Mantieni visione (personaggio e token)", + "SW5E.PolymorphMergeSaves": "Unisci competenze nei tiri salvezza (mantieni il migliore)", + "SW5E.PolymorphMergeSkills": "Unisci competenze nelle abilità (mantieni il migliore)", + "SW5E.PolymorphPromptTitle": "Attore in Trasformazione", + "SW5E.PolymorphRestoreTransformation": "Ripristina Forma Originale", + "SW5E.PolymorphRevertWarn": "Non possiedi i permessi per ripristinare la forma originale di questo Attore.", + "SW5E.PolymorphTmpClass": "Classe Temporanea", + "SW5E.PolymorphTokens": "Trasforma tutti i token collegati?", + "SW5E.PolymorphWarn": "Non hai il permesso di trasformare questo attore!", + "SW5E.PolymorphWildShape": "Forma Selvatica", + "SW5E.power": "potere", + "SW5E.PowerAbility": "Caratteristica di Lancio", + "SW5E.PowerAdd": "Aggiungi Potere", + "SW5E.PowerAtWill": "A Volontà", + "SW5E.Powerbook": "Lista Poteri", + "SW5E.PowerCastConsume": "Consuma Slot Potere?", + "SW5E.PowercasterLevel": "Livello Utilizzatore della Forza", + "SW5E.PowerCastHint": "Configura il lancio del", + "SW5E.Powercasting": "Potere della Forza", + "SW5E.PowerCastingHeader": "Potere della Forza", + "SW5E.PowerCastNoSlots": "Non possiedi {level} slot di potere per il lancio di {name}", + "SW5E.PowerCastUpcast": "Lancia al Livello", + "SW5E.PowerComponents": "Componenti del Potere", + "SW5E.PowerConcentrating": "Concentrato", + "SW5E.PowerConcentrationMode": "Modalità di Concentrazione del Potere", + "SW5E.PowerCreate": "Crea Potere", + "SW5E.PowerDC": "CD Potere", + "SW5E.PowerDetails": "Dettagli Potere", + "SW5E.PowerEffects": "Effetti Potere", + "SW5E.PowerLevel": "Livello Potere", + "SW5E.PowerLevel0": "A Volontà", + "SW5E.PowerLevel1": "1° Livello", + "SW5E.PowerLevel2": "2° Livello", + "SW5E.PowerLevel3": "3° Livello", + "SW5E.PowerLevel4": "4° Livello", + "SW5E.PowerLevel5": "5° Livello", + "SW5E.PowerLevel6": "6° Livello", + "SW5E.PowerLevel7": "7° Livello", + "SW5E.PowerLevel8": "8° Livello", + "SW5E.PowerLevel9": "9° Livello", + "SW5E.PowerLevelPact": "Slot di Patto [Livello {level}] ({n} Slot)", + "SW5E.PowerLevelSlot": "{level} ({n} Slot)", + "SW5E.PowerMaterials": "Materiali del Potere", + "SW5E.PowerName": "Nome del Potere", + "SW5E.PowerNone": "Nessuno", + "SW5E.PowerPrepAlways": "Sempre Preparato", + "SW5E.PowerPreparationMode": "Modalità di Preparazione del Potere", + "SW5E.PowerPrepared": "Preparato", + "SW5E.PowerPrepAtWill": "A Volontà", + "SW5E.PowerPrepInnate": "Poteri Innati", + "SW5E.PowerPrepPrepared": "Preparati", + "SW5E.PowerProgCns": "Console", + "SW5E.PowerProgEng": "Ingegnere", + "SW5E.PowerProgGrd": "Guardiano", + "SW5E.PowerProgOverride": "Sovrascrivi slot", + "SW5E.PowerProgression": "Progressione Poteri", + "SW5E.PowerProgSct": "Scout", + "SW5E.PowerProgSnt": "Sentinella", + "SW5E.PowerSchool": "Scuola del Potere", + "SW5E.PowersKnown": "Poteri Conosciuti", + "SW5E.PowerTarget": "Bersaglio del Potere", + "SW5E.PowerUnprepared": "Non Preparato", + "SW5E.PowerUsage": "Uso Potere", + "SW5E.Prepared": "Preparato", + "SW5E.Price": "Prezzo", + "SW5E.Proficiency": "Competenza", + "SW5E.Proficient": "Competente", + "SW5E.Quantity": "Quantità", + "SW5E.Range": "Gittata", + "SW5E.Rarity": "Rarità", + "SW5E.Reaction": "Reazione", + "SW5E.ReactionPl": "Reazioni", + "SW5E.Recharge": "Ricarica", + "SW5E.RequiredMaterials": "Materiali Richiesti", + "SW5E.Requirements": "Requisiti", + "SW5E.ResourcesAndTraits": "Risorse e Tratti", + "SW5E.ResourcePrimary": "Risorsa 1", + "SW5E.ResourceSecondary": "Risorsa 2", + "SW5E.ResourceTertiary": "Risorsa 3", + "SW5E.RestL": "Riposo L.", + "SW5E.RestS": "Riposo B.", + "SW5E.Ritual": "Rituale", + "SW5E.Roll": "Lancio", + "SW5E.RollExample": "es. +1d4", + "SW5E.RollMode": "Modalità di Lancio", + "SW5E.RollSituationalBonus": "Bonus di Circostanza?", + "SW5E.Save": "Tiro Salvezza", + "SW5E.SaveDC": "CD {dc} {ability}", + "SW5E.SavePromptTitle": "Tiro Salvezza su {ability}", + "SW5E.SavingThrow": "Tiro Salvezza", + "SW5E.ScalingFormula": "Ai Livelli Superiori", + "SW5E.SchoolDrk": "Oscuro", + "SW5E.SchoolEnh": "Potenziamento", + "SW5E.SchoolLgt": "Chiaro", + "SW5E.SchoolTec": "Tecnologico", + "SW5E.SchoolUni": "Universale", + "SW5E.SenseBlindsight": "Vista Cieca", + "SW5E.SenseBS": "Vista Cieca", + "SW5E.SenseDarkvision": "Scurovisione", + "SW5E.SenseDV": "Scurovisione", + "SW5E.Senses": "Sensi", + "SW5E.SensesConfig": "Configura i Sensi", + "SW5E.SensesConfigHint": "Configura qualsiasi tipo di percezione sensoriale specilae posseduta da questo attore.", + "SW5E.SenseSpecial": "Sensi Speciali", + "SW5E.SenseTR": "Vista Pura", + "SW5E.SenseTremorsense": "Percezione Tellurica", + "SW5E.SenseTruesight": "Vista Pura", + "SW5E.SenseTS": "Percezione Tellurica", + "SW5E.SheetClassCharacter": "Scheda PG Predefinita", + "SW5E.SheetClassCharacterOld": "Vecchia Scheda PG", + "SW5E.SheetClassItem": "Scheda Oggetto Predefinita", + "SW5E.SheetClassNPC": "Scheda PNG Predefinita", + "SW5E.SheetClassNPCOld": "Vecchia Scheda PNG", + "SW5E.SheetClassVehicle": "Scheda Veicolo Predefinita", + "SW5E.ShortRest": "Riposo Breve", + "SW5E.ShortRestEpic": "Riposo Breve (5 minuti)", + "SW5E.ShortRestGritty": "Riposo Breve (8 ore)", + "SW5E.ShortRestHint": "Vuoi effettuare un riposo breve? Durante un riposo breve puoi spendere Dadi Vita disponibili e recuperare risorse primarie o secondarie.", + "SW5E.ShortRestNoHD": "Nessun Dado Vita Rimanente", + "SW5E.ShortRestNormal": "Riposo Breve (1 ora)", + "SW5E.ShortRestOvernight": "Riposo Breve (Nuovo Giorno)", + "SW5E.ShortRestResult": "{name} effettua un riposo breve, spendendo {dice} Dadi Vita per Recuperare {health} Punti Ferita.", + "SW5E.ShortRestResultOnlyTech": "{name} effettua un riposo breve e recupera {tech} Tecnopunti.", + "SW5E.ShortRestResultShort": "{name} effettua un riposo breve.", + "SW5E.ShortRestResultWithTech": "{name} effettua un riposo breve, spendendo {dice} Dadi Vita per Recuperare {health} Punti Ferita e {tech} Tecnopunti.", + "SW5E.ShortRestSelect": "Seleziona il Dado da Lanciare", + "SW5E.Size": "Taglia", + "SW5E.SizeGargantuan": "Mastodontica", + "SW5E.SizeHuge": "Enorme", + "SW5E.SizeLarge": "Grande", + "SW5E.SizeMedium": "Media", + "SW5E.SizeSmall": "Piccola", + "SW5E.SizeTiny": "Minuscola", + "SW5E.SkillAcr": "Acrobazia", + "SW5E.SkillAni": "Addestrare Animali", + "SW5E.SkillAth": "Atletica", + "SW5E.SkillDec": "Inganno", + "SW5E.SkillIns": "Intuizione", + "SW5E.SkillInv": "Investigare", + "SW5E.SkillItm": "Intimidire", + "SW5E.SkillLor": "Conoscenze", + "SW5E.SkillMed": "Medicina", + "SW5E.SkillNat": "Natura", + "SW5E.SkillPer": "Persuasione", + "SW5E.SkillPil": "Pilotare", + "SW5E.SkillPrc": "Percezione", + "SW5E.SkillPrf": "Intrattenere", + "SW5E.SkillPromptTitle": "Prova di {skill}", + "SW5E.Skills": "Abilità", + "SW5E.SkillSlt": "Rapidità di Mano", + "SW5E.SkillSte": "Furtività", + "SW5E.SkillSur": "Sopravvivenza", + "SW5E.SkillTec": "Tecnologia", + "SW5E.Slots": "Slot", + "SW5E.Source": "Fonte", + "SW5E.Special": "Speciale", + "SW5E.SpecialTraits": "Tratti Speciali", + "SW5E.Species": "Specie", + "SW5E.SpeciesDescription": "Descrizione", + "SW5E.SpeciesTraits": "Tratti della Specie", + "SW5E.Speed": "Velocità", + "SW5E.SpeedSpecial": "Movimento Speciale", + "SW5E.StealthDisadvantage": "Svantaggio a Furtività", + "SW5E.Supply": "Risorsa", + "SW5E.Target": "Bersaglio", + "SW5E.TargetAlly": "Alleato", + "SW5E.TargetCone": "Cono", + "SW5E.TargetCreature": "Creatura", + "SW5E.TargetCube": "Cubo", + "SW5E.TargetCylinder": "Cilindro", + "SW5E.TargetDroid": "Droide", + "SW5E.TargetEnemy": "Nemico", + "SW5E.TargetLine": "Linea", + "SW5E.TargetObject": "Oggetto", + "SW5E.TargetRadius": "Raggio", + "SW5E.TargetSelf": "Personale", + "SW5E.TargetSpace": "Spazio", + "SW5E.TargetSphere": "Sfera", + "SW5E.TargetSquare": "Quadrato", + "SW5E.TargetWall": "Muro", + "SW5E.TargetWeapon": "Arma", + "SW5E.TargetWidth": "Larghezza Linea", + "SW5E.TechPowerbook": "Tecnopoteri", + "SW5E.TechPowerDC": "CD Tecnopoteri", + "SW5E.Temp": "Temp", + "SW5E.Threshold": "Soglia", + "SW5E.TimeDay": "Giorni", + "SW5E.TimeHour": "Ore", + "SW5E.TimeInst": "Istantaneo", + "SW5E.TimeMinute": "Minuti", + "SW5E.TimeMonth": "Mesi", + "SW5E.TimePerm": "Permanente", + "SW5E.TimeRound": "Round", + "SW5E.TimeTurn": "Turni", + "SW5E.TimeYear": "Anni", + "SW5E.title": "Star Wars 5a Edizione", + "SW5E.ToolAntitoxkit": "Kit Antitossina", + "SW5E.ToolArchaeologistKit": "Kit da Archeologo", + "SW5E.ToolArmormech": "Strumenti da Tecnofabbro", + "SW5E.ToolArmstech": "Strumenti da Tecnoarmaiolo", + "SW5E.ToolArtificer": "Strumenti da Artificere", + "SW5E.ToolArtist": "Strumenti da Artista", + "SW5E.ToolAstrotech": "Strumenti da Astrotecnico", + "SW5E.ToolAudiotechKit": "Strumenti da Tencico Audio", + "SW5E.ToolBioanalysisKit": "Kit da Bioanalisi", + "SW5E.ToolBiotech": "Strumenti da Biotecnologo", + "SW5E.ToolBrewerKit": "Kit da Mescitore", + "SW5E.ToolCheck": "Prova di Strumento", + "SW5E.ToolChefKit": "Kit da Cuoco", + "SW5E.ToolConstructor": "Strumenti da Costruttore", + "SW5E.ToolCybertech": "Strumenti da Tecnico Cibernetico", + "SW5E.ToolDemolitionKit": "Kit da Demolizione", + "SW5E.ToolDisguiseKit": "Kit da Camuffamento", + "SW5E.ToolForgeryKit": "Kit da Falsario", + "SW5E.ToolGamingSet": "Set da Gioco", + "SW5E.ToolJeweler": "Strumenti da Gioielliere", + "SW5E.ToolMechanicKit": "Kit da Meccanico", + "SW5E.ToolMunitionsKit": "Kit per le Munizioni", + "SW5E.ToolMusicalInstrument": "Strumento Musicale", + "SW5E.ToolPoisonKit": "Kit da Avvelenatore", + "SW5E.ToolScavengingKit": "Kit da Recuperatore", + "SW5E.ToolSecurityKit": "Kit di Sicurezza", + "SW5E.ToolSlicerKit": "Kit da Programmatore", + "SW5E.ToolSpiceKit": "Kit da Speziale", + "SW5E.ToolSurveyor": "Strumenti da Ispettore", + "SW5E.ToolSynthweaver": "Strumenti da Sintotessitore", + "SW5E.ToolTinker": "Strumenti da Inventore", + "SW5E.ToolVehicle": "Veicolo (Terra o Acqua)", + "SW5E.TraitArmorProf": "Competenze nelle Armature", + "SW5E.TraitSave": "Aggiorna", + "SW5E.TraitSelectorSpecial": "Speciale (Separate con un punto e virgola)", + "SW5E.TraitToolProf": "Competenze negli Strumenti", + "SW5E.TraitWeaponProf": "Competenze nelle Armi", + "SW5E.Type": "Tipo", + "SW5E.Unequipped": "Non Equipaggiato", + "SW5E.UniversalPowerDC": "CD Poteri Universali", + "SW5E.Unlimited": "Illimitato", + "SW5E.Usage": "Uso", + "SW5E.Use": "Usa", + "SW5E.Uses": "Usi", + "SW5E.Vehicle": "Veicolo", + "SW5E.VehicleActionStations": "Stazioni d'Azione", + "SW5E.VehicleActionThresholds": "Soglie d'Azione", + "SW5E.VehicleCargo": "Carico", + "SW5E.VehicleCargoCapacity": "Capacità di Carico", + "SW5E.VehicleCargoCrew": "Carico ed Equipaggio", + "SW5E.VehicleCreatureCapacity": "Capacità di Creature", + "SW5E.VehicleCrew": "Equipaggio", + "SW5E.VehicleCrewAction": "Azioni dell'Equipaggio", + "SW5E.VehicleCrewed": "Dotato di Equipaggio", + "SW5E.VehicleEquipment": "Equipaggiamento del Veicolo", + "SW5E.VehicleMishap": "Malfunzionamento", + "SW5E.VehiclePassengers": "Passeggeri", + "SW5E.VehicleUncrewed": "Senza Equipaggio", + "SW5E.Versatile": "Versatile", + "SW5E.VersatileDamage": "Danno Versatile", + "SW5E.VsDC": "contro CD.", + "SW5E.WeaponAmmo": "Munizione", + "SW5E.WeaponImprov": "Improvvisato", + "SW5E.WeaponMartialB": "Blaster da Guerra", + "SW5E.WeaponMartialLW": "Arma Laser da Guerra", + "SW5E.WeaponMartialProficiency": "Armi da Guerra", + "SW5E.WeaponMartialVW": "Vibroarma da Guerra", + "SW5E.WeaponNatural": "Naturale", + "SW5E.WeaponPropertiesAmm": "Munizione", + "SW5E.WeaponPropertiesAut": "Automatica", + "SW5E.WeaponPropertiesBur": "Raffica", + "SW5E.WeaponPropertiesDef": "Difensiva", + "SW5E.WeaponPropertiesDex": "Req. Destrezza", + "SW5E.WeaponPropertiesDgd": "Camuffata", + "SW5E.WeaponPropertiesDir": "Crudele", + "SW5E.WeaponPropertiesDis": "Disintegrante", + "SW5E.WeaponPropertiesDou": "Doppia", + "SW5E.WeaponPropertiesDpt": "Distruttiva", + "SW5E.WeaponPropertiesDrm": "Disarmante", + "SW5E.WeaponPropertiesFin": "Accurata", + "SW5E.WeaponPropertiesFix": "Fissata", + "SW5E.WeaponPropertiesFoc": "Focalizzata", + "SW5E.WeaponPropertiesHid": "Nascosta", + "SW5E.WeaponPropertiesHvy": "Pesante", + "SW5E.WeaponPropertiesKen": "Affilata", + "SW5E.WeaponPropertiesLgt": "Leggera", + "SW5E.WeaponPropertiesLum": "Luminosa", + "SW5E.WeaponPropertiesMig": "Possente", + "SW5E.WeaponPropertiesPic": "Perforante", + "SW5E.WeaponPropertiesRan": "Gittata", + "SW5E.WeaponPropertiesRap": "Rapida", + "SW5E.WeaponPropertiesRch": "Portata", + "SW5E.WeaponPropertiesRel": "Ricarica", + "SW5E.WeaponPropertiesRet": "Ritornante", + "SW5E.WeaponPropertiesShk": "Folgorante", + "SW5E.WeaponPropertiesSil": "Silenziosa", + "SW5E.WeaponPropertiesSpc": "Speciale", + "SW5E.WeaponPropertiesStr": "Req. Forza", + "SW5E.WeaponPropertiesThr": "da Lancio", + "SW5E.WeaponPropertiesTwo": "Due Mani", + "SW5E.WeaponPropertiesVer": "Versatile", + "SW5E.WeaponPropertiesVic": "Violenta", + "SW5E.WeaponSiege": "Assedio", + "SW5E.WeaponSimpleB": "Blaster Semplice", + "SW5E.WeaponSimpleLW": "Arma Laser Semplice", + "SW5E.WeaponSimpleProficiency": "Armi Semplici", + "SW5E.WeaponSimpleVW": "Vibroarmi Semplici", + "SW5E.Weight": "Peso" +} \ No newline at end of file diff --git a/less/original/actors.less b/less/original/actors.less index 84553cae..eef86c31 100644 --- a/less/original/actors.less +++ b/less/original/actors.less @@ -71,7 +71,7 @@ } // Movement Configuration - .movement { + .movement, .hit-dice { h4.attribute-name { position: relative; } @@ -655,6 +655,15 @@ // Empty powerbook controls .powerbook-empty .item-controls { flex: 1; } + /* ----------------------------------------- */ + /* Features Tab */ + /* ----------------------------------------- */ + + // Original class icon + .features i.original-class { + color: #4b4a44 + } + /* ----------------------------------------- */ /* TinyMCE */ /* ----------------------------------------- */ @@ -678,4 +687,4 @@ overflow-y: auto; scrollbar-width: thin; } -} \ No newline at end of file +} diff --git a/less/original/apps.less b/less/original/apps.less index 67701da2..67ca5cac 100644 --- a/less/original/apps.less +++ b/less/original/apps.less @@ -10,9 +10,7 @@ .sw5e { .window-content { - background: @sheetBackground; font-size: 13px; - color: @colorDark; } /* ----------------------------------------- */ @@ -44,6 +42,8 @@ select:disabled, textarea:disabled { color: @colorOlive; + border: 1px solid transparent !important; + outline: none !important; &:hover, &:focus { box-shadow: none !important; @@ -58,28 +58,6 @@ border: @borderGroove; } - // Checkbox Labels - // TODO: THIS CAN BE MOSTLY REMOVED NOW THAT IT IS IN CORE, see core forms.less - label.checkbox { - flex: auto; - padding: 0; - margin: 0; - height: 22px; - line-height: 22px; - font-size: 11px; - > input[type="checkbox"] { - width: 16px; - height: 16px; - margin: 0 2px 0 0; - position: relative; - top: 4px; - } - &.right > input[type="checkbox"] { - margin: 0 0 0 2px; - } - } - - /* Form Groups */ .form-group { label { @@ -98,11 +76,12 @@ // Stacked Groups .form-group.stacked { - label { + > label { flex: 0 0 100%; margin: 0; } - label.checkbox { + label.checkbox, + label.radio { flex: auto; text-align: left; } @@ -131,6 +110,34 @@ } +/* ----------------------------------------- */ +/* Hit Dice Config Sheet Specifically */ +/* ----------------------------------------- */ + +.sw5e.hd-config { + .form-group { + button.increment, button.decrement { + flex: 0 0 1rem; + line-height: 1rem; + } + + button.decrement { + margin-right: 0; + } + + span.sep { + margin: 0; + } + + input { + flex: 0 0 2rem; + text-align: center; + margin-left: 2px; + margin-right: 2px; + } + } +} + /* ----------------------------------------- */ /* Entity Sheets Specifically */ /* ----------------------------------------- */ @@ -475,7 +482,7 @@ /* Trait Selector /* ----------------------------------------- */ -#trait-selector { +.trait-selector { .trait-list { list-style: none; margin: 0; @@ -488,6 +495,59 @@ } } +/* ----------------------------------------- */ +/* Actor Type Config Sheet Specifically */ +/* ----------------------------------------- */ + +.actor-type { + .trait-list { + display: flex; + flex-wrap: wrap; + li { + flex-basis: 50%; + flex-grow: 1; + } + li.form-group { + flex-basis: 100%; + } + } + label.radio { + display: flex; + flex: auto; + font-size: 12px; + line-height: 20px; + font-weight: normal; + > input[type="radio"] { + margin: 0 5px 0 0; + } + } + li.custom-type input[type="radio"] { + display: none; + } +} + +/* ----------------------------------------- */ +/* Add Feature Prompt Specifically */ +/* ----------------------------------------- */ + +.sw5e.select-items-prompt { + .dialog-content { + margin-bottom: 1em; + } + + .items-list { + margin-top: 0.5em; + } + + .item-name > label, .item-image, input { + cursor: pointer; + } + + .item-name > label { + align-items: center; + } +} + /* ----------------------------------------- */ /* HUD /* ----------------------------------------- */ diff --git a/less/original/character.less b/less/original/character.less index 358b1d4a..e08a754f 100644 --- a/less/original/character.less +++ b/less/original/character.less @@ -89,7 +89,7 @@ // Custom Resources .resource .attribute-value { - input { + > input { flex: 0 0 25%; } label.recharge { @@ -99,6 +99,7 @@ font-size: 11px; text-align: center; color: @colorOlive; + align-items: center; input[type="checkbox"] { height: 14px; width: 14px; diff --git a/less/original/items.less b/less/original/items.less index 18d91755..83bb51c9 100644 --- a/less/original/items.less +++ b/less/original/items.less @@ -106,17 +106,17 @@ &:nth-child(even) { width: 150px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 10px; + padding: 0 10px 0 10px; text-align: left; } } thead { - border-bottom: 0px; + border-bottom: 0; } th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-weight: bold; @@ -129,7 +129,7 @@ &:nth-child(even) { width: 150px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 10px; + padding: 0 10px 0 10px; text-align: left; } } @@ -137,7 +137,7 @@ .medtable { table { width: 500px; - border: 0px; + border: 0; margin: 0.5em 0.5em; } td { @@ -149,17 +149,17 @@ &:nth-child(even) { width: 450px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 0px; + padding: 0 10px 0 0; text-align: left; } } thead { - border-bottom: 0px; + border-bottom: 0; } th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-weight: bold; @@ -174,8 +174,8 @@ } .classtable { blockquote { - border-left: 0px; - border-right: 0px; + border-left: 0; + border-right: 0; background-color: #bdc8cc; width: 600px; h3 { @@ -189,8 +189,8 @@ width: 100%; border-collapse: collapse; background: rgba(0, 0, 0, 0.05); - border-left: 0px; - border-right: 0px; + border-left: 0; + border-right: 0; border-top: 0; border-bottom: 0; margin: 0.5em 0; @@ -200,7 +200,7 @@ thead { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-style: normal; @@ -209,7 +209,7 @@ th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-style: normal; @@ -246,7 +246,7 @@ width: 100%; line-height: 18px; margin-bottom: 15px; - border: 0 0 0 0; + border: 0; border-bottom: none; overflow-x: auto; tbody { diff --git a/less/original/npc.less b/less/original/npc.less index 506bf8de..21cb7be1 100644 --- a/less/original/npc.less +++ b/less/original/npc.less @@ -30,5 +30,28 @@ .summary { font-size: 18px; + + li.creature-type { + display: flex; + justify-content: space-between; + width: 1em; + padding: 0 3px; + + span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + } + + .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; + } + &:hover .config-button { + display: block; + } + } } } \ No newline at end of file diff --git a/less/update/components/actor-global.less b/less/update/components/actor-global.less index 907906f4..f32ecc4e 100644 --- a/less/update/components/actor-global.less +++ b/less/update/components/actor-global.less @@ -140,6 +140,7 @@ height: auto; .russoOne(17px); line-height: 24px; + width: 100%; } .proficiency { @@ -184,7 +185,7 @@ display: inline-block; text-align: right; - padding: 0px 3px; + padding: 0 3px; &:last-child { text-align: left; @@ -779,7 +780,7 @@ display: block; width: 100%; text-align: right; - padding: 0px 3px; + padding: 0 3px; &:last-child { text-align: left; } @@ -955,7 +956,7 @@ display: block; width: 100%; text-align: right; - padding: 0px 3px; + padding: 0 3px; &:last-child { text-align: left; } @@ -1053,10 +1054,35 @@ h1.character-name { align-self: auto; } - .npc-size { + .npc-size, .creature-type { .russoOne(18px); line-height: 28px; } + + div.creature-type { + display: flex; + justify-content: space-between; + padding: 1px 4px; + border: 1px solid transparent; + overflow-x: auto; + + span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + } + + .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; + } + &:hover .config-button { + display: block; + } + } + .attributes { grid-template-columns: repeat(3, 1fr); footer { diff --git a/less/update/components/actor-themes.less b/less/update/components/actor-themes.less index 3f1aa997..40ee3c84 100644 --- a/less/update/components/actor-themes.less +++ b/less/update/components/actor-themes.less @@ -408,6 +408,9 @@ &.npc { .swalt-sheet { header { + div.creature-type:hover { + border-color: @inputBorderFocus; + } .experience { color: @actorProficiencyTextColor; } diff --git a/less/update/components/forms-global.less b/less/update/components/forms-global.less index f5c1aee6..c6355041 100644 --- a/less/update/components/forms-global.less +++ b/less/update/components/forms-global.less @@ -1,4 +1,4 @@ -input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea { +input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea, .roundTransition { border-radius: 4px; transition: all 0.3s; &:hover { diff --git a/less/update/components/sidebar-global.less b/less/update/components/sidebar-global.less index 9c5acbed..4cc2ee0b 100644 --- a/less/update/components/sidebar-global.less +++ b/less/update/components/sidebar-global.less @@ -166,6 +166,12 @@ .token-name { text-shadow: none; } + .ce-image-wrapper { + .token-image { + width: auto; + height: auto; + } + } h4 { color: @colorBlack; } @@ -225,7 +231,7 @@ padding-bottom: 4px; .folder { & > .folder-header { - line-height: default; + line-height: initial; padding: 0 0 0 8px; position: relative; border: none; @@ -379,4 +385,4 @@ padding: 0 8px; margin: 0 0 8px; } -} \ No newline at end of file +} diff --git a/less/update/components/sidebar.less b/less/update/components/sidebar.less index aa8b2905..72ddee9d 100644 --- a/less/update/components/sidebar.less +++ b/less/update/components/sidebar.less @@ -302,7 +302,7 @@ } .folder { & > .folder-header { - line-height: default; + line-height: initial; padding: 0 0 0 8px; position: relative; border: none; diff --git a/module/actor/entity.js b/module/actor/entity.js index 27c3936f..0b22844c 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -1,21 +1,62 @@ import { d20Roll, damageRoll } from "../dice.js"; +import SelectItemsPrompt from "../apps/select-items-prompt.js"; import ShortRestDialog from "../apps/short-rest.js"; import LongRestDialog from "../apps/long-rest.js"; import {SW5E} from '../config.js'; +import Item5e from "../item/entity.js"; /** * Extend the base Actor class to implement additional system-specific logic for SW5e. + * @extends {Actor} */ export default class Actor5e extends Actor { + /** + * The data source for Actor5e.classes allowing it to be lazily computed. + * @type {Object} + * @private + */ + _classes = undefined; + + /* -------------------------------------------- */ + /* Properties */ + /* -------------------------------------------- */ + + /** + * A mapping of classes belonging to this Actor. + * @type {Object} + */ + get classes() { + if ( this._classes !== undefined ) return this._classes; + if ( this.data.type !== "character" ) return this._classes = {}; + return this._classes = this.items.filter((item) => item.type === "class").reduce((obj, cls) => { + obj[cls.name.slugify({strict: true})] = cls; + return obj; + }, {}); + } + + /* -------------------------------------------- */ + /** * Is this Actor currently polymorphed into some other creature? - * @return {boolean} + * @type {boolean} */ get isPolymorphed() { return this.getFlag("sw5e", "isPolymorphed") || false; } + /* -------------------------------------------- */ + /* Methods */ + /* -------------------------------------------- */ + + /** @override */ + prepareData() { + super.prepareData(); + + // iterate over owned items and recompute attributes that depend on prepared actor data + this.items.forEach(item => item.prepareFinalAttributes()); + } + /* -------------------------------------------- */ /** @override */ @@ -25,6 +66,8 @@ export default class Actor5e extends Actor { return this._prepareCharacterData(this.data); case "npc": return this._prepareNPCData(this.data); + case "starship": + return this._prepareStarshipData(this.data); case "vehicle": return this._prepareVehicleData(this.data); } @@ -79,6 +122,9 @@ export default class Actor5e extends Actor { // Prepare skills this._prepareSkills(actorData, bonuses, checkBonus, originalSkills); + // Reset class store to ensure it is updated with any changes + this._classes = undefined; + // Determine Initiative Modifier const init = data.attributes.init; const athlete = flags.remarkableAthlete; @@ -91,18 +137,14 @@ export default class Actor5e extends Actor { init.bonus = init.value + (flags.initiativeAlert ? 5 : 0); init.total = init.mod + init.prof + init.bonus; - // Prepare power-casting data - data.attributes.powerForceLightDC = 8 + data.abilities.wis.mod + data.attributes.prof ?? 10; - data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10; - data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10; - data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10; - this._computePowercastingProgression(this.data); + // Cache labels + this.labels = {}; + if ( this.type === "npc" ) { + this.labels["creatureType"] = this.constructor.formatCreatureType(data.details.type); + } - // Compute owned item attributes which depend on prepared Actor data - this.items.forEach(item => { - item.getSaveDC(); - item.getAttackToHit(); - }); + // Prepare power-casting data + this._computeDerivedPowercasting(this.data); } /* -------------------------------------------- */ @@ -131,21 +173,63 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ getRollData() { const data = super.getRollData(); - data.classes = this.data.items.reduce((obj, i) => { - if ( i.type === "class" ) { - obj[i.name.slugify({strict: true})] = i.data; - } + data.prof = this.data.data.attributes.prof || 0; + data.classes = Object.entries(this.classes).reduce((obj, e) => { + const [slug, cls] = e; + obj[slug] = cls.data.data; return obj; }, {}); - data.prof = this.data.data.attributes.prof || 0; return data; } /* -------------------------------------------- */ + /** + * Given a list of items to add to the Actor, optionally prompt the + * user for which they would like to add. + * @param {Array.} items - The items being added to the Actor. + * @param {boolean} [prompt=true] - Whether or not to prompt the user. + * @returns {Promise} + */ + async addEmbeddedItems(items, prompt=true) { + let itemsToAdd = items; + if ( !items.length ) return []; + + // Obtain the array of item creation data + let toCreate = []; + if (prompt) { + const itemIdsToAdd = await SelectItemsPrompt.create(items, { + hint: game.i18n.localize('SW5E.AddEmbeddedItemPromptHint') + }); + for (let item of items) { + if (itemIdsToAdd.includes(item.id)) toCreate.push(item.toObject()); + } + } else { + toCreate = items.map(item => item.toObject()); + } + + // Create the requested items + if (itemsToAdd.length === 0) return []; + return Item5e.createDocuments(toCreate, {parent: this}); + } + + /* -------------------------------------------- */ + + /** + * Get a list of features to add to the Actor when a class item is updated. + * Optionally prompt the user for which they would like to add. + */ + async getClassFeatures({className, archetypeName, level}={}) { + const existing = new Set(this.items.map(i => i.name)); + const features = await Actor5e.loadClassFeatures({className, archetypeName, level}); + return features.filter(f => !existing.has(f.name)) || []; + } + + /* -------------------------------------------- */ + /** * Return the features which a character is awarded for each class level * @param {string} className The class name being added @@ -154,7 +238,7 @@ export default class Actor5e extends Actor { * @param {number} priorLevel The previous level of the added class * @return {Promise} Array of Item5e entities */ - static async getClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) { + static async loadClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) { className = className.toLowerCase(); archetypeName = archetypeName.slugify(); @@ -193,52 +277,6 @@ export default class Actor5e extends Actor { return features; } - /* -------------------------------------------- */ - - /** @override */ - async updateEmbeddedEntity(embeddedName, data, options={}) { - const createItems = embeddedName === "OwnedItem" ? await this._createClassFeatures(data) : []; - let updated = await super.updateEmbeddedEntity(embeddedName, data, options); - if ( createItems.length ) await this.createEmbeddedEntity("OwnedItem", createItems); - return updated; - } - - /* -------------------------------------------- */ - - /** - * Create additional class features in the Actor when a class item is updated. - * @private - */ - async _createClassFeatures(updated) { - let toCreate = []; - for (let u of updated instanceof Array ? updated : [updated]) { - const item = this.items.get(u._id); - if (!item || (item.data.type !== "class")) continue; - const updateData = expandObject(u); - const config = { - className: updateData.name || item.data.name, - archetypeName: getProperty(updateData, "data.archetype") || item.data.data.archetype, - level: getProperty(updateData, "data.levels"), - priorLevel: item ? item.data.data.levels : 0 - } - - // Get and create features for an increased class level - let changed = false; - if ( config.level && (config.level > config.priorLevel)) changed = true; - if ( config.archetypeName !== item.data.data.archetype ) changed = true; - - // Get features to create - if ( changed ) { - const existing = new Set(this.items.map(i => i.name)); - const features = await Actor5e.getClassFeatures(config); - for ( let f of features ) { - if ( !existing.has(f.name) ) toCreate.push(f); - } - } - } - return toCreate - } - /* -------------------------------------------- */ /* Data Preparation Helpers */ /* -------------------------------------------- */ @@ -250,11 +288,11 @@ export default class Actor5e extends Actor { const data = actorData.data; // Determine character level and available hit dice based on owned Class items - const [level, hd] = actorData.items.reduce((arr, item) => { + const [level, hd] = this.items.reduce((arr, item) => { if ( item.type === "class" ) { - const classLevels = parseInt(item.data.levels) || 1; + const classLevels = parseInt(item.data.data.levels) || 1; arr[0] += classLevels; - arr[1] += classLevels - (parseInt(item.data.hitDiceUsed) || 0); + arr[1] += classLevels - (parseInt(item.data.data.hitDiceUsed) || 0); } return arr; }, [0, 0]); @@ -271,6 +309,9 @@ export default class Actor5e extends Actor { const required = xp.max - prior; const pct = Math.round((xp.value - prior) * 100 / required); xp.pct = Math.clamped(pct, 0, 100); + + // Add base Powercasting attributes + this._computeBasePowercasting(actorData); } /* -------------------------------------------- */ @@ -287,6 +328,8 @@ export default class Actor5e extends Actor { // Proficiency data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); + this._computeBasePowercasting(actorData); + // Powercaster Level if ( data.attributes.powercasting && !Number.isNumeric(data.details.powerLevel) ) { data.details.powerLevel = Math.max(data.details.cr, 1); @@ -304,6 +347,26 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ + /** + * Prepare starship type-specific data + * @param actorData + * @private + */ + _prepareStarshipData(actorData) { + const data = actorData.data; + + // Proficiency + data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4); + + // Link hull to hp and shields to temp hp + data.attributes.hull.value = data.attributes.hp.value; + data.attributes.hull.max = data.attributes.hp.max; + data.attributes.shld.value = data.attributes.hp.temp; + data.attributes.shld.max = data.attributes.hp.tempmax; + } + + /* -------------------------------------------- */ + /** * Prepare skill checks. * @param actorData @@ -362,11 +425,19 @@ export default class Actor5e extends Actor { * Prepare data related to the power-casting capabilities of the Actor * @private */ - _computePowercastingProgression (actorData) { - if (actorData.type === 'vehicle') return; - const powers = actorData.data.powers; + _computeBasePowercasting (actorData) { + if (actorData.type === 'vehicle' || actorData.type === 'starship') return; + const ad = actorData.data; + const powers = ad.powers; const isNPC = actorData.type === 'npc'; + // Powercasting DC + // TODO: Consider an option for using the variant rule of all powers use the same value + ad.attributes.powerForceLightDC = 8 + ad.abilities.wis.mod + ad.attributes.prof ?? 10; + ad.attributes.powerForceDarkDC = 8 + ad.abilities.cha.mod + ad.attributes.prof ?? 10; + ad.attributes.powerForceUnivDC = Math.max(ad.attributes.powerForceLightDC,ad.attributes.powerForceDarkDC) ?? 10 + ad.attributes.powerTechDC = 8 + ad.abilities.int.mod + ad.attributes.prof ?? 10; + // Translate the list of classes into force and tech power-casting progression const forceProgression = { classes: 0, @@ -395,11 +466,11 @@ export default class Actor5e extends Actor { const classes = this.data.items.filter(i => i.type === "class"); let priority = 0; for ( let cls of classes ) { - const d = cls.data; - if ( d.powercasting === "none" ) continue; + const d = cls.data.data; + if ( d.powercasting.progression === "none" ) continue; const levels = d.levels; - const prog = d.powercasting; - + const prog = d.powercasting.progression; + // TODO: Consider a more dynamic system switch (prog) { case 'consular': priority = 3; @@ -479,30 +550,33 @@ export default class Actor5e extends Actor { break; } } - // EXCEPTION: multi-classed progression uses multi rounded down rather than levels - if (!isNPC && forceProgression.classes > 1) { - forceProgression.levels = Math.floor(forceProgression.multi); - forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][forceProgression.levels - 1]; - } - if (!isNPC && techProgression.classes > 1) { - techProgression.levels = Math.floor(techProgression.multi); - techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][techProgression.levels - 1]; - } - - // EXCEPTION: NPC with an explicit power-caster level - if (isNPC && actorData.data.details.powerForceLevel) { - forceProgression.levels = actorData.data.details.powerForceLevel; - actorData.data.attributes.force.level = forceProgression.levels; - forceProgression.maxClass = actorData.data.attributes.powercasting; - forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)]; - } - if (isNPC && actorData.data.details.powerTechLevel) { - techProgression.levels = actorData.data.details.powerTechLevel; - actorData.data.attributes.tech.level = techProgression.levels; - techProgression.maxClass = actorData.data.attributes.powercasting; - techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)]; + if (isNPC) { + // EXCEPTION: NPC with an explicit power-caster level + if (ad.details.powerForceLevel) { + forceProgression.levels = ad.details.powerForceLevel; + ad.attributes.force.level = forceProgression.levels; + forceProgression.maxClass = ad.attributes.powercasting; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)]; + } + if (ad.details.powerTechLevel) { + techProgression.levels = ad.details.powerTechLevel; + ad.attributes.tech.level = techProgression.levels; + techProgression.maxClass = ad.attributes.powercasting; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)]; + } + } else { + // EXCEPTION: multi-classed progression uses multi rounded down rather than levels + if (forceProgression.classes > 1) { + forceProgression.levels = Math.floor(forceProgression.multi); + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][forceProgression.levels - 1]; + } + if (techProgression.classes > 1) { + techProgression.levels = Math.floor(techProgression.multi); + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][techProgression.levels - 1]; + } } + // Look up the number of slots per level from the powerLimit table let forcePowerLimit = Array.from(SW5E.powerLimit['none']); for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) { @@ -539,17 +613,20 @@ export default class Actor5e extends Actor { } // Set Force and tech power for PC Actors - if (!isNPC && forceProgression.levels){ - actorData.data.attributes.force.known.max = forceProgression.powersKnown; - actorData.data.attributes.force.points.max = forceProgression.points + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod); - actorData.data.attributes.force.level = forceProgression.levels; - } - if (!isNPC && techProgression.levels){ - actorData.data.attributes.tech.known.max = techProgression.powersKnown; - actorData.data.attributes.tech.points.max = techProgression.points + actorData.data.abilities.int.mod; - actorData.data.attributes.tech.level = techProgression.levels; + if (!isNPC) { + if (forceProgression.levels) { + ad.attributes.force.known.max = forceProgression.powersKnown; + ad.attributes.force.points.max = forceProgression.points + Math.max(ad.abilities.wis.mod, ad.abilities.cha.mod); + ad.attributes.force.level = forceProgression.levels; + } + if (techProgression.levels){ + ad.attributes.tech.known.max = techProgression.powersKnown; + ad.attributes.tech.points.max = techProgression.points + ad.abilities.int.mod; + ad.attributes.tech.level = techProgression.levels; + } } + // Tally Powers Known and check for migration first to avoid errors let hasKnownPowers = actorData?.data?.attributes?.force?.known?.value !== undefined; if ( hasKnownPowers ) { @@ -558,7 +635,7 @@ export default class Actor5e extends Actor { let knownTechPowers = 0; for ( let knownPower of knownPowers ) { const d = knownPower.data; - switch (knownPower.data.school){ + switch (d.data.school){ case "lgt": case "uni": case "drk":{ @@ -569,16 +646,46 @@ export default class Actor5e extends Actor { knownTechPowers++; break; } - } - continue; + } } - actorData.data.attributes.force.known.value = knownForcePowers; - actorData.data.attributes.tech.known.value = knownTechPowers; + ad.attributes.force.known.value = knownForcePowers; + ad.attributes.tech.known.value = knownTechPowers; } } /* -------------------------------------------- */ + /** + * Prepare data related to the power-casting capabilities of the Actor + * @private + */ + _computeDerivedPowercasting (actorData) { + + if ((actorData.type === 'actor') || (actorData.type === 'npc')) return; + + const ad = actorData.data; + + // Powercasting DC for Actors and NPCs + // TODO: Consider an option for using the variant rule of all powers use the same value + ad.attributes.powerForceLightDC = 8 + ad.abilities.wis.mod + ad.attributes.prof ?? 10; + ad.attributes.powerForceDarkDC = 8 + ad.abilities.cha.mod + ad.attributes.prof ?? 10; + ad.attributes.powerForceUnivDC = Math.max(ad.attributes.powerForceLightDC,ad.attributes.powerForceDarkDC) ?? 10 + ad.attributes.powerTechDC = 8 + ad.abilities.int.mod + ad.attributes.prof ?? 10; + + if (actorData.type !== 'actor') return; + + // Set Force and tech bonus points for PC Actors + if (!!ad.attributes.force.level){ + ad.attributes.force.points.max += Math.max(ad.abilities.wis.mod,ad.abilities.cha.mod); + } + if (!!ad.attributes.tech.level){ + ad.attributes.tech.points.max += ad.abilities.int.mod; + } + + } + + /* -------------------------------------------- */ + /** * Compute the level and percentage of encumbrance for an Actor. * @@ -589,13 +696,13 @@ export default class Actor5e extends Actor { * @private */ _computeEncumbrance(actorData) { - + // TODO: Maybe add an option for variant encumbrance // Get the total weight from items const physicalItems = ["weapon", "equipment", "consumable", "tool", "backpack", "loot"]; let weight = actorData.items.reduce((weight, i) => { if ( !physicalItems.includes(i.type) ) return weight; - const q = i.data.quantity || 0; - const w = i.data.weight || 0; + const q = i.data.data.quantity || 0; + const w = i.data.data.weight || 0; return weight + (q * w); }, 0); @@ -625,128 +732,58 @@ export default class Actor5e extends Actor { } /* -------------------------------------------- */ - /* Socket Listeners and Handlers + /* Event Handlers */ /* -------------------------------------------- */ - /** @override */ - static async create(data, options={}) { - data.token = data.token || {}; - if ( data.type === "character" ) { - mergeObject(data.token, { - vision: true, - dimSight: 30, - brightSight: 0, - actorLink: true, - disposition: 1 - }, {overwrite: false}); + /** @inheritdoc */ + async _preCreate(data, options, user) { + await super._preCreate(data, options, user); + + // Token size category + const s = CONFIG.SW5E.tokenSizes[this.data.data.traits.size || "med"]; + this.data.token.update({width: s, height: s}); + + // Player character configuration + if ( this.type === "character" ) { + this.data.token.update({vision: true, actorLink: true, disposition: 1}); } - return super.create(data, options); } /* -------------------------------------------- */ - /** @override */ - async update(data, options={}) { + /** @inheritdoc */ + async _preUpdate(changed, options, user) { + await super._preUpdate(changed, options, user); // Apply changes in Actor size to Token width/height - const newSize = getProperty(data, "data.traits.size"); - if ( newSize && (newSize !== getProperty(this.data, "data.traits.size")) ) { + const newSize = foundry.utils.getProperty(changed, "data.traits.size"); + if ( newSize && (newSize !== foundry.utils.getProperty(this.data, "data.traits.size")) ) { let size = CONFIG.SW5E.tokenSizes[newSize]; - if ( this.isToken ) this.token.update({height: size, width: size}); - else if ( !data["token.width"] && !hasProperty(data, "token.width") ) { - data["token.height"] = size; - data["token.width"] = size; + if ( !foundry.utils.hasProperty(changed, "token.width") ) { + changed.token = changed.token || {}; + changed.token.height = size; + changed.token.width = size; } } // Reset death save counters - if ( (this.data.data.attributes.hp.value <= 0) && (getProperty(data, "data.attributes.hp.value") > 0) ) { - setProperty(data, "data.attributes.death.success", 0); - setProperty(data, "data.attributes.death.failure", 0); + const isDead = this.data.data.attributes.hp.value <= 0; + if ( isDead && (foundry.utils.getProperty(changed, "data.attributes.hp.value") > 0) ) { + foundry.utils.setProperty(changed, "data.attributes.death.success", 0); + foundry.utils.setProperty(changed, "data.attributes.death.failure", 0); } - - // Perform the update - return super.update(data, options); - } - - /* -------------------------------------------- */ - - /** @override */ - async createEmbeddedEntity(embeddedName, itemData, options={}) { - - // Pre-creation steps for owned items - if ( embeddedName === "OwnedItem" ) this._preCreateOwnedItem(itemData, options); - - // Standard embedded entity creation - return super.createEmbeddedEntity(embeddedName, itemData, options); } /* -------------------------------------------- */ /** - * A temporary shim function which will eventually (in core fvtt version 0.8.0+) be migrated to the new abstraction layer - * @param itemData - * @param options - * @private + * Assign a class item as the original class for the Actor based on which class has the most levels + * @protected */ - _preCreateOwnedItem(itemData, options) { - if ( this.data.type === "vehicle" ) return; - const isNPC = this.data.type === 'npc'; - let initial = {}; - switch ( itemData.type ) { - - case "weapon": - if ( getProperty(itemData, "data.equipped") === undefined ) { - initial["data.equipped"] = isNPC; // NPCs automatically equip weapons - } - if ( getProperty(itemData, "data.proficient") === undefined ) { - if ( isNPC ) { - initial["data.proficient"] = true; // NPCs automatically have equipment proficiency - } else { - const weaponProf = { - "natural": true, - "simpleVW": "sim", - "simpleB": "sim", - "simpleLW": "sim", - "martialVW": "mar", - "martialB": "mar", - "martialLW": "mar" - }[itemData.data?.weaponType]; // Player characters check proficiency - const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; - const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); - initial["data.proficient"] = hasWeaponProf; - } - } - break; - - case "equipment": - if ( getProperty(itemData, "data.equipped") === undefined ) { - initial["data.equipped"] = isNPC; // NPCs automatically equip equipment - } - if ( getProperty(itemData, "data.proficient") === undefined ) { - if ( isNPC ) { - initial["data.proficient"] = true; // NPCs automatically have equipment proficiency - } else { - const armorProf = { - "natural": true, - "clothing": true, - "light": "lgt", - "medium": "med", - "heavy": "hvy", - "shield": "shl" - }[itemData.data?.armor?.type]; // Player characters check proficiency - const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; - const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); - initial["data.proficient"] = hasEquipmentProf; - } - } - break; - - case "power": - initial["data.prepared"] = true; // automatically prepare powers for everyone - break; - } - mergeObject(itemData, initial); + _assignPrimaryClass() { + const classes = this.itemTypes.class.sort((a, b) => b.data.data.levels - a.data.data.levels); + const newPC = classes[0]?.id || ""; + return this.update({"data.details.originalClass": newPC}); } /* -------------------------------------------- */ @@ -838,15 +875,17 @@ export default class Actor5e extends Actor { const reliableTalent = (skl.value >= 1 && this.getFlag("sw5e", "reliableTalent")); // Roll and return - const rollData = mergeObject(options, { + const rollData = foundry.utils.mergeObject(options, { parts: parts, data: data, - title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId]}), + title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId] || CONFIG.SW5E.starshipSkills[skillId]}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), reliableTalent: reliableTalent, - messageData: {"flags.sw5e.roll": {type: "skill", skillId }} + messageData: { + speaker: options.speaker || ChatMessage.getSpeaker({actor: this}), + "flags.sw5e.roll": {type: "skill", skillId } + } }); - rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } @@ -917,14 +956,16 @@ export default class Actor5e extends Actor { } // Roll and return - const rollData = mergeObject(options, { + const rollData = foundry.utils.mergeObject(options, { parts: parts, data: data, title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), halflingLucky: feats.halflingLucky, - messageData: {"flags.sw5e.roll": {type: "ability", abilityId }} + messageData: { + speaker: options.speaker || ChatMessage.getSpeaker({actor: this}), + "flags.sw5e.roll": {type: "ability", abilityId } + } }); - rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } @@ -964,14 +1005,16 @@ export default class Actor5e extends Actor { } // Roll and return - const rollData = mergeObject(options, { + const rollData = foundry.utils.mergeObject(options, { parts: parts, data: data, title: game.i18n.format("SW5E.SavePromptTitle", {ability: label}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), - messageData: {"flags.sw5e.roll": {type: "save", abilityId }} + messageData: { + speaker: options.speaker || ChatMessage.getSpeaker({actor: this}), + "flags.sw5e.roll": {type: "save", abilityId } + } }); - rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } @@ -994,26 +1037,26 @@ export default class Actor5e extends Actor { // Evaluate a global saving throw bonus const parts = []; const data = {}; - const speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); // Include a global actor ability save bonus - const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; + const bonuses = foundry.utils.getProperty(this.data.data, "bonuses.abilities") || {}; if ( bonuses.save ) { parts.push("@saveBonus"); data.saveBonus = bonuses.save; } // Evaluate the roll - const rollData = mergeObject(options, { + const rollData = foundry.utils.mergeObject(options, { parts: parts, data: data, title: game.i18n.localize("SW5E.DeathSavingThrow"), - speaker: speaker, halflingLucky: this.getFlag("sw5e", "halflingLucky"), targetValue: 10, - messageData: {"flags.sw5e.roll": {type: "death"}} + messageData: { + speaker: options.speaker || ChatMessage.getSpeaker({actor: this}), + "flags.sw5e.roll": {type: "death"} + } }); - rollData.speaker = speaker; const roll = await d20Roll(rollData); if ( !roll ) return null; @@ -1021,6 +1064,8 @@ export default class Actor5e extends Actor { const success = roll.total >= 10; const d20 = roll.dice[0].total; + let chatString; + // Save success if ( success ) { let successes = (death.success || 0) + 1; @@ -1032,7 +1077,7 @@ export default class Actor5e extends Actor { "data.attributes.death.failure": 0, "data.attributes.hp.value": 1 }); - await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveCriticalSuccess", {name: this.name}), speaker}); + chatString = "SW5E.DeathSaveCriticalSuccess"; } // 3 Successes = survive and reset checks @@ -1041,7 +1086,7 @@ export default class Actor5e extends Actor { "data.attributes.death.success": 0, "data.attributes.death.failure": 0 }); - await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveSuccess", {name: this.name}), speaker}); + chatString = "SW5E.DeathSaveSuccess"; } // Increment successes @@ -1053,10 +1098,17 @@ export default class Actor5e extends Actor { let failures = (death.failure || 0) + (d20 === 1 ? 2 : 1); await this.update({"data.attributes.death.failure": Math.clamped(failures, 0, 3)}); if ( failures >= 3 ) { // 3 Failures = death - await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveFailure", {name: this.name}), speaker}); + chatString = "SW5E.DeathSaveFailure"; } } + // Display success/failure chat message + if ( chatString ) { + let chatData = { content: game.i18n.format(chatString, {name: this.name}), speaker }; + ChatMessage.applyRollMode(chatData, roll.options.rollMode); + await ChatMessage.create(chatData); + } + // Return the rolled result return roll; } @@ -1097,7 +1149,7 @@ export default class Actor5e extends Actor { // Prepare roll data const parts = [`1${denomination}`, "@abilities.con.mod"]; const title = game.i18n.localize("SW5E.HitDiceRoll"); - const rollData = duplicate(this.data.data); + const rollData = foundry.utils.deepClone(this.data.data); // Call the roll helper utility const roll = await damageRoll({ @@ -1105,11 +1157,13 @@ export default class Actor5e extends Actor { parts: parts, data: rollData, title: title, - speaker: ChatMessage.getSpeaker({actor: this}), - allowcritical: false, + allowCritical: false, fastForward: !dialog, dialogOptions: {width: 350}, - messageData: {"flags.sw5e.roll": {type: "hitDie"}} + messageData: { + speaker: ChatMessage.getSpeaker({actor: this}), + "flags.sw5e.roll": {type: "hitDie"} + } }); if ( !roll ) return null; @@ -1124,20 +1178,34 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ /** - * Cause this Actor to take a Short Rest and regain all Tech Points - * During a Short Rest resources and limited item uses may be recovered - * @param {boolean} dialog Present a dialog window which allows for rolling hit dice as part of the Short Rest - * @param {boolean} chat Summarize the results of the rest workflow as a chat message - * @param {boolean} autoHD Automatically spend Hit Dice if you are missing 3 or more hit points - * @param {boolean} autoHDThreshold A number of missing hit points which would trigger an automatic HD roll - * @return {Promise} A Promise which resolves once the short rest workflow has completed + * Results from a rest operation. + * + * @typedef {object} RestResult + * @property {number} dhp Hit points recovered during the rest. + * @property {number} dhd Hit dice recovered or spent during the rest. + * @property {object} updateData Updates applied to the actor. + * @property {Array.} updateItems Updates applied to actor's items. + * @property {boolean} newDay Whether a new day occurred during the rest. + */ + + /* -------------------------------------------- */ + + /** + * Take a short rest, possibly spending hit dice and recovering resources, item uses, and tech slots & points. + * + * @param {object} [options] + * @param {boolean} [options.dialog=true] Present a dialog window which allows for rolling hit dice as part + * of the Short Rest and selecting whether a new day has occurred. + * @param {boolean} [options.chat=true] Summarize the results of the rest workflow as a chat message. + * @param {boolean} [options.autoHD=false] Automatically spend Hit Dice if you are missing 3 or more hit points. + * @param {boolean} [options.autoHDThreshold=3] A number of missing hit points which would trigger an automatic HD roll. + * @return {Promise.} A Promise which resolves once the short rest workflow has completed. */ async shortRest({dialog=true, chat=true, autoHD=false, autoHDThreshold=3}={}) { // Take note of the initial hit points and number of hit dice the Actor has - const hp = this.data.data.attributes.hp; const hd0 = this.data.data.attributes.hd; - const hp0 = hp.value; + const hp0 = this.data.data.attributes.hp.value; let newDay = false; // Display a Dialog for rolling hit dice @@ -1151,96 +1219,24 @@ export default class Actor5e extends Actor { // Automatically spend hit dice else if ( autoHD ) { - while ( (hp.value + autoHDThreshold) <= hp.max ) { - const r = await this.rollHitDie(undefined, {dialog: false}); - if ( r === null ) break; - } + await this.autoSpendHitDice({ threshold: autoHDThreshold }); } - // Note the change in HP and HD and TP which occurred - const dhd = this.data.data.attributes.hd - hd0; - const dhp = this.data.data.attributes.hp.value - hp0; - const dtp = this.data.data.attributes.tech.points.max - this.data.data.attributes.tech.points.value; - - // Automatically Retore Tech Points - this.update({"data.attributes.tech.points.value": this.data.data.attributes.tech.points.max}); - - // Recover character resources - const updateData = {}; - for ( let [k, r] of Object.entries(this.data.data.resources) ) { - if ( r.max && r.sr ) { - updateData[`data.resources.${k}.value`] = r.max; - } - } - - // Recover item uses - const recovery = newDay ? ["sr", "day"] : ["sr"]; - const items = this.items.filter(item => item.data.data.uses && recovery.includes(item.data.data.uses.per)); - const updateItems = items.map(item => { - return { - _id: item._id, - "data.uses.value": item.data.data.uses.max - }; - }); - await this.updateEmbeddedEntity("OwnedItem", updateItems); - - // Display a Chat Message summarizing the rest effects - if ( chat ) { - - // Summarize the rest duration - let restFlavor; - switch (game.settings.get("sw5e", "restVariant")) { - case 'normal': restFlavor = game.i18n.localize("SW5E.ShortRestNormal"); break; - case 'gritty': restFlavor = game.i18n.localize(newDay ? "SW5E.ShortRestOvernight" : "SW5E.ShortRestGritty"); break; - case 'epic': restFlavor = game.i18n.localize("SW5E.ShortRestEpic"); break; - } - - // Summarize the health effects - let srMessage = "SW5E.ShortRestResultShort"; - if ((dhd !== 0) && (dhp !== 0)){ - if (dtp !== 0){ - srMessage = "SW5E.ShortRestResultWithTech"; - }else{ - srMessage = "SW5E.ShortRestResult"; - } - }else{ - if (dtp !== 0){ - srMessage = "SW5E.ShortRestResultOnlyTech"; - } - } - - // Create a chat message - ChatMessage.create({ - user: game.user._id, - speaker: {actor: this, alias: this.name}, - flavor: restFlavor, - content: game.i18n.format(srMessage, {name: this.name, dice: -dhd, health: dhp, tech: dtp}) - }); - } - - // Return data summarizing the rest effects - return { - dhd: dhd, - dhp: dhp, - dtp: dtp, - updateData: updateData, - updateItems: updateItems, - newDay: newDay - } + return this._rest(chat, newDay, false, this.data.data.attributes.hd - hd0, this.data.data.attributes.hp.value - hp0, this.data.data.attributes.tech.points.max - this.data.data.attributes.tech.points.value); } /* -------------------------------------------- */ /** - * Take a long rest, recovering HP, HD, resources, Force and Power points and power slots - * @param {boolean} dialog Present a confirmation dialog window whether or not to take a long rest - * @param {boolean} chat Summarize the results of the rest workflow as a chat message - * @param {boolean} newDay Whether the long rest carries over to a new day - * @return {Promise} A Promise which resolves once the long rest workflow has completed + * Take a long rest, recovering hit points, hit dice, resources, item uses, and tech & force power points & slots. + * + * @param {object} [options] + * @param {boolean} [options.dialog=true] Present a confirmation dialog window whether or not to take a long rest. + * @param {boolean} [options.chat=true] Summarize the results of the rest workflow as a chat message. + * @param {boolean} [options.newDay=true] Whether the long rest carries over to a new day. + * @return {Promise.} A Promise which resolves once the long rest workflow has completed. */ async longRest({dialog=true, chat=true, newDay=true}={}) { - const data = this.data.data; - // Maybe present a confirmation dialog if ( dialog ) { try { @@ -1250,109 +1246,304 @@ export default class Actor5e extends Actor { } } - // Recover hit, tech, and force points to full, and eliminate any existing temporary HP, TP, and FP - const dhp = data.attributes.hp.max - data.attributes.hp.value; - const dtp = data.attributes.tech.points.max - data.attributes.tech.points.value; - const dfp = data.attributes.force.points.max - data.attributes.force.points.value; - const updateData = { - "data.attributes.hp.value": data.attributes.hp.max, - "data.attributes.hp.temp": 0, - "data.attributes.hp.tempmax": 0, - "data.attributes.tech.points.value": data.attributes.tech.points.max, - "data.attributes.tech.points.temp": 0, - "data.attributes.tech.points.tempmax": 0, - "data.attributes.force.points.value": data.attributes.force.points.max, - "data.attributes.force.points.temp": 0, - "data.attributes.force.points.tempmax": 0 - }; - - // Recover character resources - for ( let [k, r] of Object.entries(data.resources) ) { - if ( r.max && (r.sr || r.lr) ) { - updateData[`data.resources.${k}.value`] = r.max; - } - } - - // Recover power slots - for ( let [k, v] of Object.entries(data.powers) ) { - updateData[`data.powers.${k}.fvalue`] = Number.isNumeric(v.foverride) ? v.foverride : (v.fmax ?? 0); - } - for ( let [k, v] of Object.entries(data.powers) ) { - updateData[`data.powers.${k}.tvalue`] = Number.isNumeric(v.toverride) ? v.toverride : (v.tmax ?? 0); - } - // Determine the number of hit dice which may be recovered - let recoverHD = Math.max(Math.floor(data.details.level / 2), 1); - let dhd = 0; - - // Sort classes which can recover HD, assuming players prefer recovering larger HD first. - const updateItems = this.items.filter(item => item.data.type === "class").sort((a, b) => { - let da = parseInt(a.data.data.hitDice.slice(1)) || 0; - let db = parseInt(b.data.data.hitDice.slice(1)) || 0; - return db - da; - }).reduce((updates, item) => { - const d = item.data.data; - if ( (recoverHD > 0) && (d.hitDiceUsed > 0) ) { - let delta = Math.min(d.hitDiceUsed || 0, recoverHD); - recoverHD -= delta; - dhd += delta; - updates.push({_id: item.id, "data.hitDiceUsed": d.hitDiceUsed - delta}); - } - return updates; - }, []); - - // Iterate over owned items, restoring uses per day and recovering Hit Dice - const recovery = newDay ? ["sr", "lr", "day"] : ["sr", "lr"]; - for ( let item of this.items ) { - const d = item.data.data; - if ( d.uses && recovery.includes(d.uses.per) ) { - updateItems.push({_id: item.id, "data.uses.value": d.uses.max}); - } - else if ( d.recharge && d.recharge.value ) { - updateItems.push({_id: item.id, "data.recharge.charged": true}); - } - } - - // Perform the updates - await this.update(updateData); - if ( updateItems.length ) await this.updateEmbeddedEntity("OwnedItem", updateItems); - - // Display a Chat Message summarizing the rest effects - let restFlavor; - switch (game.settings.get("sw5e", "restVariant")) { - case 'normal': restFlavor = game.i18n.localize(newDay ? "SW5E.LongRestOvernight" : "SW5E.LongRestNormal"); break; - case 'gritty': restFlavor = game.i18n.localize("SW5E.LongRestGritty"); break; - case 'epic': restFlavor = game.i18n.localize("SW5E.LongRestEpic"); break; - } - - // Determine the chat message to display - if ( chat ) { - let lrMessage = "SW5E.LongRestResult"; - if (dhp !== 0) lrMessage += "HP"; - if (dfp !== 0) lrMessage += "FP"; - if (dtp !== 0) lrMessage += "TP"; - if (dhd !== 0) lrMessage += "HD"; - ChatMessage.create({ - user: game.user._id, - speaker: {actor: this, alias: this.name}, - flavor: restFlavor, - content: game.i18n.format(lrMessage, {name: this.name, health: dhp, tech: dtp, force: dfp, dice: dhd}) - }); - } - - // Return data summarizing the rest effects - return { - dhd: dhd, - dhp: dhp, - dtp: dtp, - dfp: dfp, - updateData: updateData, - updateItems: updateItems, - newDay: newDay - } + return this._rest(chat, newDay, true, 0, 0, this.data.data.attributes.tech.points.max - this.data.data.attributes.tech.points.value, this.data.data.attributes.force.points.max - this.data.data.attributes.force.points.value); } /* -------------------------------------------- */ + /** + * Perform all of the changes needed for a short or long rest. + * + * @param {boolean} chat Summarize the results of the rest workflow as a chat message. + * @param {boolean} newDay Has a new day occurred during this rest? + * @param {boolean} longRest Is this a long rest? + * @param {number} [dhd=0] Number of hit dice spent during so far during the rest. + * @param {number} [dhp=0] Number of hit points recovered so far during the rest. + * @param {number} [dtp=0] Number of tech points recovered so far during the rest. + * @param {number} [dfp=0] Number of force points recovered so far during the rest. + * @return {Promise.} Consolidated results of the rest workflow. + * @private + */ + async _rest(chat, newDay, longRest, dhd=0, dhp=0, dtp=0, dfp=0) { + // TODO: Turn gritty realism into the SW5e longer rests variant rule https://sw5e.com/rules/variantRules/Longer%20Rests + let hitPointsRecovered = 0; + let hitPointUpdates = {}; + let hitDiceRecovered = 0; + let hitDiceUpdates = []; + + // Recover hit points & hit dice on long rest + if ( longRest ) { + ({ updates: hitPointUpdates, hitPointsRecovered } = this._getRestHitPointRecovery()); + ({ updates: hitDiceUpdates, hitDiceRecovered } = this._getRestHitDiceRecovery()); + } + + // Figure out the rest of the changes + const result = { + dhd: dhd + hitDiceRecovered, + dhp: dhp + hitPointsRecovered, + dtp: dtp, + dfp: dfp, + updateData: { + ...hitPointUpdates, + ...this._getRestResourceRecovery({ recoverShortRestResources: !longRest, recoverLongRestResources: longRest }), + ...this._getRestPowerRecovery({ recoverForcePowers: longRest }) + }, + updateItems: [ + ...hitDiceUpdates, + ...this._getRestItemUsesRecovery({ recoverLongRestUses: longRest, recoverDailyUses: newDay }) + ], + newDay: newDay + } + + // Perform updates + await this.update(result.updateData); + await this.updateEmbeddedDocuments("Item", result.updateItems); + + // Display a Chat Message summarizing the rest effects + if ( chat ) await this._displayRestResultMessage(result, longRest); + + // Return data summarizing the rest effects + return result; + } + + /* -------------------------------------------- */ + + /** + * Display a chat message with the result of a rest. + * + * @param {RestResult} result Result of the rest operation. + * @param {boolean} [longRest=false] Is this a long rest? + * @return {Promise.} Chat message that was created. + * @protected + */ + async _displayRestResultMessage(result, longRest=false) { + const { dhd, dhp, dtp, dfp, newDay } = result; + const diceRestored = dhd !== 0; + const healthRestored = dhp !== 0; + const length = longRest ? "Long" : "Short"; + + let restFlavor, message; + + // Summarize the rest duration + switch (game.settings.get("sw5e", "restVariant")) { + case 'normal': restFlavor = (longRest && newDay) ? "SW5E.LongRestOvernight" : `SW5E.${length}RestNormal`; break; + case 'gritty': restFlavor = (!longRest && newDay) ? "SW5E.ShortRestOvernight" : `SW5E.${length}RestGritty`; break; + case 'epic': restFlavor = `SW5E.${length}RestEpic`; break; + } + + // Determine the chat message to display + if (longRest) { + message = "SW5E.LongRestResult"; + if (dhp !== 0) message += "HP"; + if (dfp !== 0) message += "FP"; + if (dtp !== 0) message += "TP"; + if (dhd !== 0) message += "HD"; + } else { + message = "SW5E.ShortRestResultShort"; + if ((dhd !== 0) && (dhp !== 0)){ + if (dtp !== 0){ + message = "SW5E.ShortRestResultWithTech"; + }else{ + message = "SW5E.ShortRestResult"; + } + }else{ + if (dtp !== 0){ + message = "SW5E.ShortRestResultOnlyTech"; + } + } + } + + // Create a chat message + let chatData = { + user: game.user.id, + speaker: {actor: this, alias: this.name}, + flavor: game.i18n.localize(restFlavor), + content: game.i18n.format(message, { + name: this.name, + dice: longRest ? dhd : -dhd, + health: dhp, + tech: dtp, + force: dfp + }) + }; + ChatMessage.applyRollMode(chatData, game.settings.get("core", "rollMode")); + return ChatMessage.create(chatData); + } + + /* -------------------------------------------- */ + + /** + * Automatically spend hit dice to recover hit points up to a certain threshold. + * + * @param {object} [options] + * @param {number} [options.threshold=3] A number of missing hit points which would trigger an automatic HD roll. + * @return {Promise.} Number of hit dice spent. + */ + async autoSpendHitDice({ threshold=3 }={}) { + const max = this.data.data.attributes.hp.max + this.data.data.attributes.hp.tempmax; + + let diceRolled = 0; + while ( (this.data.data.attributes.hp.value + threshold) <= max ) { + const r = await this.rollHitDie(undefined, {dialog: false}); + if ( r === null ) break; + diceRolled += 1; + } + + return diceRolled; + } + + /* -------------------------------------------- */ + + /** + * Recovers actor hit points and eliminates any temp HP. + * + * @param {object} [options] + * @param {boolean} [options.recoverTemp=true] Reset temp HP to zero. + * @param {boolean} [options.recoverTempMax=true] Reset temp max HP to zero. + * @return {object} Updates to the actor and change in hit points. + * @protected + */ + _getRestHitPointRecovery({ recoverTemp=true, recoverTempMax=true }={}) { + const data = this.data.data; + let updates = {}; + let max = data.attributes.hp.max; + + if ( recoverTempMax ) { + updates["data.attributes.hp.tempmax"] = 0; + } else { + max += data.attributes.hp.tempmax; + } + updates["data.attributes.hp.value"] = max; + if ( recoverTemp ) { + updates["data.attributes.hp.temp"] = 0; + } + + return { updates, hitPointsRecovered: max - data.attributes.hp.value }; + } + + /* -------------------------------------------- */ + + /** + * Recovers actor resources. + * @param {object} [options] + * @param {boolean} [options.recoverShortRestResources=true] Recover resources that recharge on a short rest. + * @param {boolean} [options.recoverLongRestResources=true] Recover resources that recharge on a long rest. + * @return {object} Updates to the actor. + * @protected + */ + _getRestResourceRecovery({recoverShortRestResources=true, recoverLongRestResources=true}={}) { + let updates = {}; + for ( let [k, r] of Object.entries(this.data.data.resources) ) { + if ( Number.isNumeric(r.max) && ((recoverShortRestResources && r.sr) || (recoverLongRestResources && r.lr)) ) { + updates[`data.resources.${k}.value`] = Number(r.max); + } + } + return updates; + } + + /* -------------------------------------------- */ + + /** + * Recovers power slots. + * + * @param longRest = true It's a long rest + * @return {object} Updates to the actor. + * @protected + */ + _getRestPowerRecovery({ recoverTechPowers=true, recoverForcePowers=true }={}) { + let updates = {}; + + if (recoverTechPowers) { + updates["data.attributes.tech.points.value"] = this.data.data.attributes.tech.points.max; + updates["data.attributes.tech.points.temp"] = 0; + updates["data.attributes.tech.points.tempmax"] = 0; + + for (let [k, v] of Object.entries(this.data.data.powers)) { + updates[`data.powers.${k}.tvalue`] = Number.isNumeric(v.toverride) ? v.toverride : (v.tmax ?? 0); + } + } + + if (recoverForcePowers) { + updates["data.attributes.force.points.value"] = this.data.data.attributes.force.points.max; + updates["data.attributes.force.points.temp"] = 0; + updates["data.attributes.force.points.tempmax"] = 0; + + for ( let [k, v] of Object.entries(this.data.data.powers) ) { + updates[`data.powers.${k}.fvalue`] = Number.isNumeric(v.foverride) ? v.foverride : (v.fmax ?? 0); + } + } + + return updates; + } + + /* -------------------------------------------- */ + + /** + * Recovers class hit dice during a long rest. + * + * @param {object} [options] + * @param {number} [options.maxHitDice] Maximum number of hit dice to recover. + * @return {object} Array of item updates and number of hit dice recovered. + * @protected + */ + _getRestHitDiceRecovery({ maxHitDice=undefined }={}) { + // Determine the number of hit dice which may be recovered + if ( maxHitDice === undefined ) { + maxHitDice = Math.max(Math.floor(this.data.data.details.level / 2), 1); + } + + // Sort classes which can recover HD, assuming players prefer recovering larger HD first. + const sortedClasses = Object.values(this.classes).sort((a, b) => { + return (parseInt(b.data.data.hitDice.slice(1)) || 0) - (parseInt(a.data.data.hitDice.slice(1)) || 0); + }); + + let updates = []; + let hitDiceRecovered = 0; + for ( let item of sortedClasses ) { + const d = item.data.data; + if ( (hitDiceRecovered < maxHitDice) && (d.hitDiceUsed > 0) ) { + let delta = Math.min(d.hitDiceUsed || 0, maxHitDice - hitDiceRecovered); + hitDiceRecovered += delta; + updates.push({_id: item.id, "data.hitDiceUsed": d.hitDiceUsed - delta}); + } + } + + return { updates, hitDiceRecovered }; + } + + /* -------------------------------------------- */ + + /** + * Recovers item uses during short or long rests. + * + * @param {object} [options] + * @param {boolean} [options.recoverShortRestUses=true] Recover uses for items that recharge after a short rest. + * @param {boolean} [options.recoverLongRestUses=true] Recover uses for items that recharge after a long rest. + * @param {boolean} [options.recoverDailyUses=true] Recover uses for items that recharge on a new day. + * @return {Array.} Array of item updates. + * @protected + */ + _getRestItemUsesRecovery({ recoverShortRestUses=true, recoverLongRestUses=true, recoverDailyUses=true }={}) { + let recovery = []; + if ( recoverShortRestUses ) recovery.push("sr"); + if ( recoverLongRestUses ) recovery.push("lr"); + if ( recoverDailyUses ) recovery.push("day"); + + let updates = []; + for ( let item of this.items ) { + const d = item.data.data; + if ( d.uses && recovery.includes(d.uses.per) ) { + updates.push({_id: item.id, "data.uses.value": d.uses.max}); + } + if ( recoverLongRestUses && d.recharge && d.recharge.value ) { + updates.push({_id: item.id, "data.recharge.charged": true}); + } + } + + return updates; + } + + /* -------------------------------------------- */ /** * Transform this Actor into another one. @@ -1383,10 +1574,10 @@ export default class Actor5e extends Actor { } // Get the original Actor data and the new source data - const o = duplicate(this.toJSON()); + const o = this.toJSON(); o.flags.sw5e = o.flags.sw5e || {}; o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves}; - const source = duplicate(target.toJSON()); + const source = target.toJSON(); // Prepare new data to merge from the source const d = { @@ -1395,40 +1586,38 @@ export default class Actor5e extends Actor { data: source.data, // Get the data model of your new form items: source.items, // Get the items of your new form effects: o.effects.concat(source.effects), // Combine active effects from both forms - token: source.token, // New token configuration img: source.img, // New appearance permission: o.permission, // Use the original actor permissions folder: o.folder, // Be displayed in the same sidebar folder flags: o.flags // Use the original actor flags }; - // Additional adjustments + // Specifically delete some data attributes delete d.data.resources; // Don't change your resource pools delete d.data.currency; // Don't lose currency delete d.data.bonuses; // Don't lose global bonuses - delete d.token.actorId; // Don't reference the old actor ID - d.token.actorLink = o.token.actorLink; // Keep your actor link - d.token.name = d.name; // Token name same as actor name + + // Specific additional adjustments d.data.details.alignment = o.data.details.alignment; // Don't change alignment d.data.attributes.exhaustion = o.data.attributes.exhaustion; // Keep your prior exhaustion level d.data.attributes.inspiration = o.data.attributes.inspiration; // Keep inspiration d.data.powers = o.data.powers; // Keep power slots - // Handle wildcard + // Token appearance updates + d.token = {name: d.name}; + for ( let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"] ) { + d.token[k] = source.token[k]; + } + if ( !keepVision ) { + for ( let k of ['dimSight', 'brightSight', 'dimLight', 'brightLight', 'vision', 'sightAngle'] ) { + d.token[k] = source.token[k]; + } + } if ( source.token.randomImg ) { const images = await target.getTokenImages(); d.token.img = images[Math.floor(Math.random() * images.length)]; } - // Keep Token configurations - const tokenConfig = ["displayName", "vision", "actorLink", "disposition", "displayBars", "bar1", "bar2"]; - if ( keepVision ) { - tokenConfig.push(...['dimSight', 'brightSight', 'dimLight', 'brightLight', 'vision', 'sightAngle']); - } - for ( let c of tokenConfig ) { - d.token[c] = o.token[c]; - } - // Transfer ability scores const abilities = d.data.abilities; for ( let k of Object.keys(abilities) ) { @@ -1495,13 +1684,13 @@ export default class Actor5e extends Actor { if ( !transformTokens ) return; const tokens = this.getActiveTokens(true); const updates = tokens.map(t => { - const newTokenData = duplicate(d.token); + const newTokenData = foundry.utils.deepClone(d.token); if ( !t.data.actorLink ) newTokenData.actorData = newActor.data; newTokenData._id = t.data._id; newTokenData.actorId = newActor.id; return newTokenData; }); - return canvas.scene?.updateEmbeddedEntity("Token", updates); + return canvas.scene?.updateEmbeddedDocuments("Token", updates); } /* -------------------------------------------- */ @@ -1513,16 +1702,19 @@ export default class Actor5e extends Actor { */ async revertOriginalForm() { if ( !this.isPolymorphed ) return; - if ( !this.owner ) { + if ( !this.isOwner ) { return ui.notifications.warn(game.i18n.localize("SW5E.PolymorphRevertWarn")); } // If we are reverting an unlinked token, simply replace it with the base actor prototype if ( this.isToken ) { const baseActor = game.actors.get(this.token.data.actorId); - const prototypeTokenData = duplicate(baseActor.token); - prototypeTokenData.actorData = null; - return this.token.update(prototypeTokenData); + const prototypeTokenData = await baseActor.getTokenData(); + const tokenUpdate = {actorData: {}}; + for ( let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"] ) { + tokenUpdate[k] = prototypeTokenData[k]; + } + return this.token.update(tokenUpdate, {recursive: false}); } // Obtain a reference to the original actor @@ -1532,19 +1724,22 @@ export default class Actor5e extends Actor { // Get the Tokens which represent this actor if ( canvas.ready ) { const tokens = this.getActiveTokens(true); + const tokenData = await original.getTokenData(); const tokenUpdates = tokens.map(t => { - const tokenData = duplicate(original.data.token); - tokenData._id = t.id; - tokenData.actorId = original.id; - return tokenData; + const update = duplicate(tokenData); + update._id = t.id; + delete update.x; + delete update.y; + return update; }); - canvas.scene.updateEmbeddedEntity("Token", tokenUpdates); + canvas.scene.updateEmbeddedDocuments("Token", tokenUpdates); } - // Delete the polymorphed Actor and maybe re-render the original sheet + // Delete the polymorphed version of the actor, if possible const isRendered = this.sheet.rendered; if ( game.user.isGM ) await this.delete(); - original.sheet.render(isRendered); + else if ( isRendered ) this.sheet.close(); + if ( isRendered ) original.sheet.render(isRendered); return original; } @@ -1572,6 +1767,33 @@ export default class Actor5e extends Actor { }); } + /* -------------------------------------------- */ + + /** + * Format a type object into a string. + * @param {object} typeData The type data to convert to a string. + * @returns {string} + */ + static formatCreatureType(typeData) { + if ( typeof typeData === "string" ) return typeData; // backwards compatibility + let localizedType; + if ( typeData.value === "custom" ) { + localizedType = typeData.custom; + } else { + let code = CONFIG.SW5E.creatureTypes[typeData.value]; + localizedType = game.i18n.localize(!!typeData.swarm ? `${code}Pl` : code); + } + let type = localizedType; + if ( !!typeData.swarm ) { + type = game.i18n.format('SW5E.CreatureSwarmPhrase', { + size: game.i18n.localize(CONFIG.SW5E.actorSizes[typeData.swarm]), + type: localizedType + }); + } + if (typeData.subtype) type = `${type} (${typeData.subtype})`; + return type; + } + /* -------------------------------------------- */ /* DEPRECATED METHODS */ /* -------------------------------------------- */ @@ -1597,4 +1819,4 @@ export default class Actor5e extends Actor { if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); return item.roll(); } -} +} \ No newline at end of file diff --git a/module/actor/old_entity.js b/module/actor/old_entity.js new file mode 100644 index 00000000..23080d27 --- /dev/null +++ b/module/actor/old_entity.js @@ -0,0 +1,2040 @@ +import { d20Roll, damageRoll } from "../dice.js"; +import ShortRestDialog from "../apps/short-rest.js"; +import LongRestDialog from "../apps/long-rest.js"; +import {SW5E} from '../config.js'; + +/** + * Extend the base Actor class to implement additional system-specific logic for SW5e. + */ +export default class Actor5e extends Actor { + + /** + * Is this Actor currently polymorphed into some other creature? + * @return {boolean} + */ + get isPolymorphed() { + return this.getFlag("sw5e", "isPolymorphed") || false; + } + + /* -------------------------------------------- */ + + /** @override */ + prepareBaseData() { + switch ( this.data.type ) { + case "character": + return this._prepareCharacterData(this.data); + case "npc": + return this._prepareNPCData(this.data); + case "starship": + return this._prepareStarshipData(this.data); + case "vehicle": + return this._prepareVehicleData(this.data); + } + } + + /* -------------------------------------------- */ + + /** @override */ + prepareDerivedData() { + const actorData = this.data; + const data = actorData.data; + const flags = actorData.flags.sw5e || {}; + const bonuses = getProperty(data, "bonuses.abilities") || {}; + + // Retrieve data for polymorphed actors + let originalSaves = null; + let originalSkills = null; + if (this.isPolymorphed) { + const transformOptions = this.getFlag('sw5e', 'transformOptions'); + const original = game.actors?.get(this.getFlag('sw5e', 'originalActor')); + if (original) { + if (transformOptions.mergeSaves) { + originalSaves = original.data.data.abilities; + } + if (transformOptions.mergeSkills) { + originalSkills = original.data.data.skills; + } + } + } + + // Ability modifiers and saves + const dcBonus = Number.isNumeric(data.bonuses?.power?.dc) ? parseInt(data.bonuses.power.dc) : 0; + const saveBonus = Number.isNumeric(bonuses.save) ? parseInt(bonuses.save) : 0; + const checkBonus = Number.isNumeric(bonuses.check) ? parseInt(bonuses.check) : 0; + for (let [id, abl] of Object.entries(data.abilities)) { + abl.mod = Math.floor((abl.value - 10) / 2); + abl.prof = (abl.proficient || 0) * data.attributes.prof; + abl.saveBonus = saveBonus; + abl.checkBonus = checkBonus; + abl.save = abl.mod + abl.prof + abl.saveBonus; + abl.dc = 8 + abl.mod + data.attributes.prof + dcBonus; + + // If we merged saves when transforming, take the highest bonus here. + if (originalSaves && abl.proficient) { + abl.save = Math.max(abl.save, originalSaves[id].save); + } + } + + // Inventory encumbrance + data.attributes.encumbrance = this._computeEncumbrance(actorData); + + if (actorData.type === "starship") { + + // Calculate AC + data.attributes.ac.value += Math.min(data.abilities.dex.mod, data.attributes.equip.armor.maxDex); + + // Set Power Die Storage + data.attributes.power.central.max += data.attributes.equip.powerCoupling.centralCap; + data.attributes.power.comms.max += data.attributes.equip.powerCoupling.systemCap; + data.attributes.power.engines.max += data.attributes.equip.powerCoupling.systemCap; + data.attributes.power.shields.max += data.attributes.equip.powerCoupling.systemCap; + data.attributes.power.sensors.max += data.attributes.equip.powerCoupling.systemCap; + data.attributes.power.weapons.max += data.attributes.equip.powerCoupling.systemCap; + + // Find Size info of Starship + const size = actorData.items.filter(i => i.type === "starship"); + if (size.length === 0) return; + const sizeData = size[0].data; + + // Prepare Hull Points + data.attributes.hp.max = sizeData.hullDiceRolled.reduce((a, b) => a + b, 0) + data.abilities.con.mod * data.attributes.hull.dicemax; + if (data.attributes.hp.value === null) data.attributes.hp.value = data.attributes.hp.max; + + // Prepare Shield Points + data.attributes.hp.tempmax = (sizeData.shldDiceRolled.reduce((a, b) => a + b, 0) + data.abilities.str.mod * data.attributes.shld.dicemax) * data.attributes.equip.shields.capMult; + if (data.attributes.hp.temp === null) data.attributes.hp.temp = data.attributes.hp.tempmax; + + // Prepare Speeds + data.attributes.movement.space = sizeData.baseSpaceSpeed + (50 * (data.abilities.str.mod - data.abilities.con.mod)); + data.attributes.movement.turn = Math.min(data.attributes.movement.space, Math.max(50,(sizeData.baseTurnSpeed - (50 * (data.abilities.dex.mod - data.abilities.con.mod))))); + + // Prepare Max Suites + data.attributes.mods.suites.max = sizeData.modMaxSuitesBase + (sizeData.modMaxSuitesMult * data.abilities.con.mod); + + // Prepare Hardpoints + data.attributes.mods.hardpoints.max = sizeData.hardpointMult * Math.max(1,data.abilities.str.mod); + + //Prepare Fuel + data.attributes.fuel = this._computeFuel(actorData); + } + + // Prepare skills + this._prepareSkills(actorData, bonuses, checkBonus, originalSkills); + + // Determine Initiative Modifier + const init = data.attributes.init; + const athlete = flags.remarkableAthlete; + const joat = flags.jackOfAllTrades; + init.mod = data.abilities.dex.mod; + if ( joat ) init.prof = Math.floor(0.5 * data.attributes.prof); + else if ( athlete ) init.prof = Math.ceil(0.5 * data.attributes.prof); + else init.prof = 0; + init.value = init.value ?? 0; + init.bonus = init.value + (flags.initiativeAlert ? 5 : 0); + init.total = init.mod + init.prof + init.bonus; + + // Prepare power-casting data + data.attributes.powerForceLightDC = 8 + data.abilities.wis.mod + data.attributes.prof ?? 10; + data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10; + data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10; + data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10; + this._computeDerivedPowercasting(this.data); + + // Compute owned item attributes which depend on prepared Actor data + this.items.forEach(item => { + item.getSaveDC(); + item.getAttackToHit(); + }); + } + + /* -------------------------------------------- */ + + /** + * Return the amount of experience required to gain a certain character level. + * @param level {Number} The desired level + * @return {Number} The XP required + */ + getLevelExp(level) { + const levels = CONFIG.SW5E.CHARACTER_EXP_LEVELS; + return levels[Math.min(level, levels.length - 1)]; + } + + /* -------------------------------------------- */ + + /** + * Return the amount of experience granted by killing a creature of a certain CR. + * @param cr {Number} The creature's challenge rating + * @return {Number} The amount of experience granted per kill + */ + getCRExp(cr) { + if (cr < 1.0) return Math.max(200 * cr, 10); + return CONFIG.SW5E.CR_EXP_LEVELS[cr]; + } + + /* -------------------------------------------- */ + + /** @override */ + getRollData() { + const data = super.getRollData(); + data.classes = this.data.items.reduce((obj, i) => { + if ( i.type === "class" ) { + obj[i.name.slugify({strict: true})] = i.data; + } + return obj; + }, {}); + data.prof = this.data.data.attributes.prof || 0; + return data; + } + + /* -------------------------------------------- */ + + /** + * Return the features which a character is awarded for each class level + * @param {string} className The class name being added + * @param {string} archetypeName The archetype of the class being added, if any + * @param {number} level The number of levels in the added class + * @param {number} priorLevel The previous level of the added class + * @return {Promise} Array of Item5e entities + */ + static async getClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) { + className = className.toLowerCase(); + archetypeName = archetypeName.slugify(); + + // Get the configuration of features which may be added + const clsConfig = CONFIG.SW5E.classFeatures[className]; + if (!clsConfig) return []; + + // Acquire class features + let ids = []; + for ( let [l, f] of Object.entries(clsConfig.features || {}) ) { + l = parseInt(l); + if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); + } + + // Acquire archetype features + const archConfig = clsConfig.archetypes[archetypeName] || {}; + for ( let [l, f] of Object.entries(archConfig.features || {}) ) { + l = parseInt(l); + if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); + } + + // Load item data for all identified features + const features = []; + for ( let id of ids ) { + features.push(await fromUuid(id)); + } + + // Class powers should always be prepared + for ( const feature of features ) { + if ( feature.type === "power" ) { + const preparation = feature.data.data.preparation; + preparation.mode = "always"; + preparation.prepared = true; + } + } + return features; + } + + /* -------------------------------------------- */ + + /** @override */ + async updateEmbeddedEntity(embeddedName, data, options={}) { + const createItems = embeddedName === "OwnedItem" ? await this._createClassFeatures(data) : []; + let updated = await super.updateEmbeddedEntity(embeddedName, data, options); + if ( createItems.length ) await this.createEmbeddedEntity("OwnedItem", createItems); + return updated; + } + + /* -------------------------------------------- */ + + /** + * Create additional class features in the Actor when a class item is updated. + * @private + */ + async _createClassFeatures(updated) { + let toCreate = []; + for (let u of updated instanceof Array ? updated : [updated]) { + const item = this.items.get(u._id); + if (!item || (item.data.type !== "class")) continue; + const updateData = expandObject(u); + const config = { + className: updateData.name || item.data.name, + archetypeName: getProperty(updateData, "data.archetype") || item.data.data.archetype, + level: getProperty(updateData, "data.levels"), + priorLevel: item ? item.data.data.levels : 0 + } + + // Get and create features for an increased class level + let changed = false; + if ( config.level && (config.level > config.priorLevel)) changed = true; + if ( config.archetypeName !== item.data.data.archetype ) changed = true; + + // Get features to create + if ( changed ) { + const existing = new Set(this.items.map(i => i.name)); + const features = await Actor5e.getClassFeatures(config); + for ( let f of features ) { + if ( !existing.has(f.name) ) toCreate.push(f); + } + } + } + return toCreate + } + + /* -------------------------------------------- */ + /* Data Preparation Helpers */ + /* -------------------------------------------- */ + + /** + * Prepare Character type specific data + */ + _prepareCharacterData(actorData) { + const data = actorData.data; + + // Determine character level and available hit dice based on owned Class items + const [level, hd] = actorData.items.reduce((arr, item) => { + if ( item.type === "class" ) { + const classLevels = parseInt(item.data.levels) || 1; + arr[0] += classLevels; + arr[1] += classLevels - (parseInt(item.data.hitDiceUsed) || 0); + } + return arr; + }, [0, 0]); + data.details.level = level; + data.attributes.hd = hd; + + // Character proficiency bonus + data.attributes.prof = Math.floor((level + 7) / 4); + + // Experience required for next level + const xp = data.details.xp; + xp.max = this.getLevelExp(level || 1); + const prior = this.getLevelExp(level - 1 || 0); + const required = xp.max - prior; + const pct = Math.round((xp.value - prior) * 100 / required); + xp.pct = Math.clamped(pct, 0, 100); + + // Add base Powercasting attributes + this._computeBasePowercasting(actorData); + } + + /* -------------------------------------------- */ + + /** + * Prepare NPC type specific data + */ + _prepareNPCData(actorData) { + const data = actorData.data; + + // Kill Experience + data.details.xp.value = this.getCRExp(data.details.cr); + + // Proficiency + data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); + + this._computeBasePowercasting(actorData); + + // Powercaster Level + if ( data.attributes.powercasting && !Number.isNumeric(data.details.powerLevel) ) { + data.details.powerLevel = Math.max(data.details.cr, 1); + } + } + + /* -------------------------------------------- */ + + /** + * Prepare vehicle type-specific data + * @param actorData + * @private + */ + _prepareVehicleData(actorData) {} + + /* -------------------------------------------- */ + + /* -------------------------------------------- */ + + /** + * Prepare starship type-specific data + * @param actorData + * @private + */ + _prepareStarshipData(actorData) { + + const data = actorData.data; + data.attributes.prof = 0; + // Determine Starship size-based properties based on owned Starship item + const size = actorData.items.filter(i => i.type === "starship"); + if (size.length !== 0) { + const sizeData = size[0].data; + const tiers = parseInt(sizeData.tier) || 0; + data.traits.size = sizeData.size; // needs to be the short code + data.details.tier = tiers; + data.attributes.ac.value = 10 + Math.max(tiers - 1, 0); + data.attributes.hull.die = sizeData.hullDice; + data.attributes.hull.dicemax = sizeData.hullDiceStart + tiers; + data.attributes.hull.dice = sizeData.hullDiceStart + tiers - (parseInt(sizeData.hullDiceUsed) || 0); + data.attributes.shld.die = sizeData.shldDice; + data.attributes.shld.dicemax = sizeData.shldDiceStart + tiers; + data.attributes.shld.dice = sizeData.shldDiceStart + tiers - (parseInt(sizeData.shldDiceUsed) || 0); + sizeData.pwrDice = SW5E.powerDieTypes[tiers]; + data.attributes.power.die = sizeData.pwrDice; + data.attributes.cost.baseBuild = sizeData.buildBaseCost; + data.attributes.workforce.minBuild = sizeData.buildMinWorkforce; + data.attributes.workforce.max = data.attributes.workforce.minBuild * 5; + data.attributes.cost.baseUpgrade = SW5E.baseUpgradeCost[tiers]; + data.attributes.cost.multUpgrade = sizeData.upgrdCostMult; + data.attributes.workforce.minUpgrade = sizeData.upgrdMinWorkforce; + data.attributes.equip.size.crewMinWorkforce = (parseInt(sizeData.crewMinWorkforce) || 1); + data.attributes.mods.capLimit = sizeData.modBaseCap; + data.attributes.mods.suites.cap = sizeData.modMaxSuiteCap; + data.attributes.cost.multModification = sizeData.modCostMult; + data.attributes.workforce.minModification = sizeData.modMinWorkforce; + data.attributes.cost.multEquip = sizeData.equipCostMult; + data.attributes.workforce.minEquip = sizeData.equipMinWorkforce; + data.attributes.equip.size.cargoCap = sizeData.cargoCap; + data.attributes.fuel.cost = sizeData.fuelCost; + data.attributes.fuel.cap = sizeData.fuelCap; + data.attributes.equip.size.foodCap = sizeData.foodCap; + } + + // Determine Starship armor-based properties based on owned Starship item + const armor = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "ssarmor"))); // && (i.data.equipped === true))); + if (armor.length !== 0) { + const armorData = armor[0].data; + data.attributes.equip.armor.dr = (parseInt(armorData.dmgred.value) || 0); + data.attributes.equip.armor.maxDex = armorData.armor.dex; + data.attributes.equip.armor.stealthDisadv = armorData.stealth; + } + + // Determine Starship hyperdrive-based properties based on owned Starship item + const hyperdrive = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "hyper"))); // && (i.data.equipped === true))); + if (hyperdrive.length !== 0) { + const hdData = hyperdrive[0].data; + data.attributes.equip.hyperdrive.class = (parseFloat(hdData.hdclass.value) || null); + } + + // Determine Starship power coupling-based properties based on owned Starship item + const pwrcpl = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "powerc"))); // && (i.data.equipped === true))); + if (pwrcpl.length !== 0) { + const pwrcplData = pwrcpl[0].data; + data.attributes.equip.powerCoupling.centralCap = (parseInt(pwrcplData.cscap.value) || 0); + data.attributes.equip.powerCoupling.systemCap = (parseInt(pwrcplData.sscap.value) || 0); + data.attributes.power.central.max = 0; + data.attributes.power.comms.max = 0; + data.attributes.power.engines.max = 0; + data.attributes.power.shields.max = 0; + data.attributes.power.sensors.max = 0; + data.attributes.power.weapons.max = 0; + } + + // Determine Starship reactor-based properties based on owned Starship item + const reactor = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "reactor"))); // && (i.data.equipped === true))); + if (reactor.length !== 0) { + const reactorData = reactor[0].data; + data.attributes.equip.reactor.fuelMult = (parseFloat(reactorData.fuelcostsmod.value) || 0); + data.attributes.equip.reactor.powerRecDie = reactorData.powdicerec.value; + } + + // Determine Starship shield-based properties based on owned Starship item + const shields = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "ssshield"))); // && (i.data.equipped === true))); + if (shields.length !== 0) { + const shieldsData = shields[0].data; + data.attributes.equip.shields.capMult = (parseFloat(shieldsData.capx.value) || 1); + data.attributes.equip.shields.regenRateMult = (parseFloat(shieldsData.regrateco.value) || 1); + } + + } + + /* -------------------------------------------- */ + + /** + * Prepare skill checks. + * @param actorData + * @param bonuses Global bonus data. + * @param checkBonus Ability check specific bonus. + * @param originalSkills A transformed actor's original actor's skills. + * @private + */ + _prepareSkills(actorData, bonuses, checkBonus, originalSkills) { + if (actorData.type === 'vehicle') return; + + const data = actorData.data; + const flags = actorData.flags.sw5e || {}; + + // Skill modifiers + const feats = SW5E.characterFlags; + const athlete = flags.remarkableAthlete; + const joat = flags.jackOfAllTrades; + const observant = flags.observantFeat; + const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0; + for (let [id, skl] of Object.entries(data.skills)) { + skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0; + let round = Math.floor; + + // Remarkable + if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) { + skl.value = 0.5; + round = Math.ceil; + } + + // Jack of All Trades + if ( joat && (skl.value < 0.5) ) { + skl.value = 0.5; + } + + // Polymorph Skill Proficiencies + if ( originalSkills ) { + skl.value = Math.max(skl.value, originalSkills[id].value); + } + + // Compute modifier + skl.bonus = checkBonus + skillBonus; + skl.mod = data.abilities[skl.ability].mod; + skl.prof = round(skl.value * data.attributes.prof); + skl.total = skl.mod + skl.prof + skl.bonus; + + // Compute passive bonus + const passive = observant && (feats.observantFeat.skills.includes(id)) ? 5 : 0; + skl.passive = 10 + skl.total + passive; + } + } + + /* -------------------------------------------- */ + + /** + * Prepare data related to the power-casting capabilities of the Actor + * @private + */ + _computeBasePowercasting (actorData) { + if (actorData.type === 'vehicle' || actorData.type === 'starship') return; + const powers = actorData.data.powers; + const isNPC = actorData.type === 'npc'; + + // Translate the list of classes into force and tech power-casting progression + const forceProgression = { + classes: 0, + levels: 0, + multi: 0, + maxClass: "none", + maxClassPriority: 0, + maxClassLevels: 0, + maxClassPowerLevel: 0, + powersKnown: 0, + points: 0 + }; + const techProgression = { + classes: 0, + levels: 0, + multi: 0, + maxClass: "none", + maxClassPriority: 0, + maxClassLevels: 0, + maxClassPowerLevel: 0, + powersKnown: 0, + points: 0 + }; + + // Tabulate the total power-casting progression + const classes = this.data.items.filter(i => i.type === "class"); + let priority = 0; + for ( let cls of classes ) { + const d = cls.data; + if ( d.powercasting === "none" ) continue; + const levels = d.levels; + const prog = d.powercasting; + + switch (prog) { + case 'consular': + priority = 3; + forceProgression.levels += levels; + forceProgression.multi += (SW5E.powerMaxLevel['consular'][19]/9)*levels; + forceProgression.classes++; + // see if class controls high level forcecasting + if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ + forceProgression.maxClass = 'consular'; + forceProgression.maxClassLevels = levels; + forceProgression.maxClassPriority = priority; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['consular'][Math.clamped((levels - 1), 0, 20)]; + } + // calculate points and powers known + forceProgression.powersKnown += SW5E.powersKnown['consular'][Math.clamped((levels - 1), 0, 20)]; + forceProgression.points += SW5E.powerPoints['consular'][Math.clamped((levels - 1), 0, 20)]; + break; + case 'engineer': + priority = 2 + techProgression.levels += levels; + techProgression.multi += (SW5E.powerMaxLevel['engineer'][19]/9)*levels; + techProgression.classes++; + // see if class controls high level techcasting + if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){ + techProgression.maxClass = 'engineer'; + techProgression.maxClassLevels = levels; + techProgression.maxClassPriority = priority; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['engineer'][Math.clamped((levels - 1), 0, 20)]; + } + techProgression.powersKnown += SW5E.powersKnown['engineer'][Math.clamped((levels - 1), 0, 20)]; + techProgression.points += SW5E.powerPoints['engineer'][Math.clamped((levels - 1), 0, 20)]; + break; + case 'guardian': + priority = 1; + forceProgression.levels += levels; + forceProgression.multi += (SW5E.powerMaxLevel['guardian'][19]/9)*levels; + forceProgression.classes++; + // see if class controls high level forcecasting + if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ + forceProgression.maxClass = 'guardian'; + forceProgression.maxClassLevels = levels; + forceProgression.maxClassPriority = priority; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['guardian'][Math.clamped((levels - 1), 0, 20)]; + } + forceProgression.powersKnown += SW5E.powersKnown['guardian'][Math.clamped((levels - 1), 0, 20)]; + forceProgression.points += SW5E.powerPoints['guardian'][Math.clamped((levels - 1), 0, 20)]; + break; + case 'scout': + priority = 1; + techProgression.levels += levels; + techProgression.multi += (SW5E.powerMaxLevel['scout'][19]/9)*levels; + techProgression.classes++; + // see if class controls high level techcasting + if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){ + techProgression.maxClass = 'scout'; + techProgression.maxClassLevels = levels; + techProgression.maxClassPriority = priority; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['scout'][Math.clamped((levels - 1), 0, 20)]; + } + techProgression.powersKnown += SW5E.powersKnown['scout'][Math.clamped((levels - 1), 0, 20)]; + techProgression.points += SW5E.powerPoints['scout'][Math.clamped((levels - 1), 0, 20)]; + break; + case 'sentinel': + priority = 2; + forceProgression.levels += levels; + forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][19]/9)*levels; + forceProgression.classes++; + // see if class controls high level forcecasting + if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ + forceProgression.maxClass = 'sentinel'; + forceProgression.maxClassLevels = levels; + forceProgression.maxClassPriority = priority; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['sentinel'][Math.clamped((levels - 1), 0, 20)]; + } + forceProgression.powersKnown += SW5E.powersKnown['sentinel'][Math.clamped((levels - 1), 0, 20)]; + forceProgression.points += SW5E.powerPoints['sentinel'][Math.clamped((levels - 1), 0, 20)]; + break; } + } + + // EXCEPTION: multi-classed progression uses multi rounded down rather than levels + if (!isNPC && forceProgression.classes > 1) { + forceProgression.levels = Math.floor(forceProgression.multi); + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][forceProgression.levels - 1]; + } + if (!isNPC && techProgression.classes > 1) { + techProgression.levels = Math.floor(techProgression.multi); + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][techProgression.levels - 1]; + } + + // EXCEPTION: NPC with an explicit power-caster level + if (isNPC && actorData.data.details.powerForceLevel) { + forceProgression.levels = actorData.data.details.powerForceLevel; + actorData.data.attributes.force.level = forceProgression.levels; + forceProgression.maxClass = actorData.data.attributes.powercasting; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)]; + } + if (isNPC && actorData.data.details.powerTechLevel) { + techProgression.levels = actorData.data.details.powerTechLevel; + actorData.data.attributes.tech.level = techProgression.levels; + techProgression.maxClass = actorData.data.attributes.powercasting; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)]; + } + + // Look up the number of slots per level from the powerLimit table + let forcePowerLimit = Array.from(SW5E.powerLimit['none']); + for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) { + forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i]; + } + + for ( let [n, lvl] of Object.entries(powers) ) { + let i = parseInt(n.slice(-1)); + if ( Number.isNaN(i) ) continue; + if ( Number.isNumeric(lvl.foverride) ) lvl.fmax = Math.max(parseInt(lvl.foverride), 0); + else lvl.fmax = forcePowerLimit[i-1] || 0; + if (isNPC){ + lvl.fvalue = lvl.fmax; + }else{ + lvl.fvalue = Math.min(parseInt(lvl.fvalue || lvl.value || lvl.fmax),lvl.fmax); + } + } + + let techPowerLimit = Array.from(SW5E.powerLimit['none']); + for (let i = 0; i < (techProgression.maxClassPowerLevel); i++) { + techPowerLimit[i] = SW5E.powerLimit[techProgression.maxClass][i]; + } + + for ( let [n, lvl] of Object.entries(powers) ) { + let i = parseInt(n.slice(-1)); + if ( Number.isNaN(i) ) continue; + if ( Number.isNumeric(lvl.toverride) ) lvl.tmax = Math.max(parseInt(lvl.toverride), 0); + else lvl.tmax = techPowerLimit[i-1] || 0; + if (isNPC){ + lvl.tvalue = lvl.tmax; + }else{ + lvl.tvalue = Math.min(parseInt(lvl.tvalue || lvl.value || lvl.tmax),lvl.tmax); + } + } + + // Set Force and tech power for PC Actors + if (!isNPC && forceProgression.levels){ + actorData.data.attributes.force.known.max = forceProgression.powersKnown; + actorData.data.attributes.force.points.max = forceProgression.points; // + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod); + actorData.data.attributes.force.level = forceProgression.levels; + } + if (!isNPC && techProgression.levels){ + actorData.data.attributes.tech.known.max = techProgression.powersKnown; + actorData.data.attributes.tech.points.max = techProgression.points; // + actorData.data.abilities.int.mod; + actorData.data.attributes.tech.level = techProgression.levels; + } + + // Tally Powers Known and check for migration first to avoid errors + let hasKnownPowers = actorData?.data?.attributes?.force?.known?.value !== undefined; + if ( hasKnownPowers ) { + const knownPowers = this.data.items.filter(i => i.type === "power"); + let knownForcePowers = 0; + let knownTechPowers = 0; + for ( let knownPower of knownPowers ) { + const d = knownPower.data; + switch (knownPower.data.school){ + case "lgt": + case "uni": + case "drk":{ + knownForcePowers++; + break; + } + case "tec":{ + knownTechPowers++; + break; + } + } + continue; + } + actorData.data.attributes.force.known.value = knownForcePowers; + actorData.data.attributes.tech.known.value = knownTechPowers; + } + } + + /* -------------------------------------------- */ + + /** + * Prepare data related to the power-casting capabilities of the Actor + * @private + */ + _computeDerivedPowercasting (actorData) { + if (actorData.type !== 'actor') return; + + // Set Force and tech power for PC Actors + if (!!actorData.data.attributes.force.level){ + actorData.data.attributes.force.points.max += Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod); + } + if (!!actorData.data.attributes.tech.level){ + actorData.data.attributes.tech.points.max += actorData.data.abilities.int.mod; + } + + } + + /* -------------------------------------------- */ + + /** + * Compute the level and percentage of encumbrance for an Actor. + * + * Optionally include the weight of carried currency across all denominations by applying the standard rule + * from the PHB pg. 143 + * @param {Object} actorData The data object for the Actor being rendered + * @returns {{max: number, value: number, pct: number}} An object describing the character's encumbrance level + * @private + */ + _computeEncumbrance(actorData) { + + // Get the total weight from items + const physicalItems = ["weapon", "equipment", "consumable", "tool", "backpack", "loot"]; + let weight = actorData.items.reduce((weight, i) => { + if ( !physicalItems.includes(i.type) ) return weight; + const q = i.data.quantity || 0; + const w = i.data.weight || 0; + return weight + (q * w); + }, 0); + + // [Optional] add Currency Weight (for non-transformed actors) + if ( game.settings.get("sw5e", "currencyWeight") && actorData.data.currency ) { + const currency = actorData.data.currency; + const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0); + weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; + } + + // Determine the encumbrance size class + let mod = { + tiny: 0.5, + sm: 1, + med: 1, + lg: 2, + huge: 4, + grg: 8 + }[actorData.data.traits.size] || 1; + if ( this.getFlag("sw5e", "powerfulBuild") ) mod = Math.min(mod * 2, 8); + + // Compute Encumbrance percentage + weight = weight.toNearest(0.1); + const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod; + const pct = Math.clamped((weight * 100) / max, 0, 100); + return { value: weight.toNearest(0.1), max, pct, encumbered: pct > (2/3) }; + } + + _computeFuel(actorData) { + const fuel = actorData.data.attributes.fuel; + // Compute Fuel percentage + const pct = Math.clamped((fuel.value.toNearest(0.1) * 100) / fuel.cap, 0, 100); + return { ...fuel, pct, fueled: pct > 0 }; + } + + /* -------------------------------------------- */ + /* Socket Listeners and Handlers + /* -------------------------------------------- */ + + /** @override */ + static async create(data, options={}) { + data.token = data.token || {}; + if ( data.type === "character" ) { + mergeObject(data.token, { + vision: true, + dimSight: 30, + brightSight: 0, + actorLink: true, + disposition: 1 + }, {overwrite: false}); + } + return super.create(data, options); + } + + /* -------------------------------------------- */ + + /** @override */ + async update(data, options={}) { + + // Apply changes in Actor size to Token width/height + const newSize = getProperty(data, "data.traits.size"); + if ( newSize && (newSize !== getProperty(this.data, "data.traits.size")) ) { + let size = CONFIG.SW5E.tokenSizes[newSize]; + if ( this.isToken ) this.token.update({height: size, width: size}); + else if ( !data["token.width"] && !hasProperty(data, "token.width") ) { + data["token.height"] = size; + data["token.width"] = size; + } + } + + // Reset death save counters + if ( (this.data.data.attributes.hp.value <= 0) && (getProperty(data, "data.attributes.hp.value") > 0) ) { + setProperty(data, "data.attributes.death.success", 0); + setProperty(data, "data.attributes.death.failure", 0); + } + + // Perform the update + return super.update(data, options); + } + + /* -------------------------------------------- */ + + /** @override */ + async createEmbeddedEntity(embeddedName, itemData, options={}) { + + // Pre-creation steps for owned items + if ( embeddedName === "OwnedItem" ) this._preCreateOwnedItem(itemData, options); + + // Standard embedded entity creation + return super.createEmbeddedEntity(embeddedName, itemData, options); + } + + /* -------------------------------------------- */ + + /** + * A temporary shim function which will eventually (in core fvtt version 0.8.0+) be migrated to the new abstraction layer + * @param itemData + * @param options + * @private + */ + _preCreateOwnedItem(itemData, options) { + if ( this.data.type === "vehicle" ) return; + const isNPC = this.data.type === 'npc'; + let initial = {}; + switch ( itemData.type ) { + + case "weapon": + if ( getProperty(itemData, "data.equipped") === undefined ) { + initial["data.equipped"] = isNPC; // NPCs automatically equip weapons + } + if ( getProperty(itemData, "data.proficient") === undefined ) { + if ( isNPC ) { + initial["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + const weaponProf = { + "natural": true, + "simpleVW": "sim", + "simpleB": "sim", + "simpleLW": "sim", + "martialVW": "mar", + "martialB": "mar", + "martialLW": "mar" + }[itemData.data?.weaponType]; // Player characters check proficiency + const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; + const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); + initial["data.proficient"] = hasWeaponProf; + } + } + break; + + case "equipment": + if ( getProperty(itemData, "data.equipped") === undefined ) { + initial["data.equipped"] = isNPC; // NPCs automatically equip equipment + } + if ( getProperty(itemData, "data.proficient") === undefined ) { + if ( isNPC ) { + initial["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + const armorProf = { + "natural": true, + "clothing": true, + "light": "lgt", + "medium": "med", + "heavy": "hvy", + "shield": "shl" + }[itemData.data?.armor?.type]; // Player characters check proficiency + const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; + const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); + initial["data.proficient"] = hasEquipmentProf; + } + } + break; + + case "power": + initial["data.prepared"] = true; // automatically prepare powers for everyone + break; + } + mergeObject(itemData, initial); + } + + /* -------------------------------------------- */ + /* Gameplay Mechanics */ + /* -------------------------------------------- */ + + /** @override */ + async modifyTokenAttribute(attribute, value, isDelta, isBar) { + if ( attribute === "attributes.hp" ) { + const hp = getProperty(this.data.data, attribute); + const delta = isDelta ? (-1 * value) : (hp.value + hp.temp) - value; + return this.applyDamage(delta); + } + return super.modifyTokenAttribute(attribute, value, isDelta, isBar); + } + + /* -------------------------------------------- */ + + /** + * Apply a certain amount of damage or healing to the health pool for Actor + * @param {number} amount An amount of damage (positive) or healing (negative) to sustain + * @param {number} multiplier A multiplier which allows for resistance, vulnerability, or healing + * @return {Promise} A Promise which resolves once the damage has been applied + */ + async applyDamage(amount=0, multiplier=1) { + amount = Math.floor(parseInt(amount) * multiplier); + const hp = this.data.data.attributes.hp; + + // Deduct damage from temp HP first + const tmp = parseInt(hp.temp) || 0; + const dt = amount > 0 ? Math.min(tmp, amount) : 0; + + // Remaining goes to health + const tmpMax = parseInt(hp.tempmax) || 0; + const dh = Math.clamped(hp.value - (amount - dt), 0, hp.max + tmpMax); + + // Update the Actor + const updates = { + "data.attributes.hp.temp": tmp - dt, + "data.attributes.hp.value": dh + }; + + // Delegate damage application to a hook + // TODO replace this in the future with a better modifyTokenAttribute function in the core + const allowed = Hooks.call("modifyTokenAttribute", { + attribute: "attributes.hp", + value: amount, + isDelta: false, + isBar: true + }, updates); + return allowed !== false ? this.update(updates) : this; + } + + /* -------------------------------------------- */ + + /** + * Roll a Skill Check + * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus + * @param {string} skillId The skill id (e.g. "ins") + * @param {Object} options Options which configure how the skill check is rolled + * @return {Promise} A Promise which resolves to the created Roll instance + */ + rollSkill(skillId, options={}) { + const skl = this.data.data.skills[skillId]; + const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; + + // Compose roll parts and data + const parts = ["@mod"]; + const data = {mod: skl.mod + skl.prof}; + + // Ability test bonus + if ( bonuses.check ) { + data["checkBonus"] = bonuses.check; + parts.push("@checkBonus"); + } + + // Skill check bonus + if ( bonuses.skill ) { + data["skillBonus"] = bonuses.skill; + parts.push("@skillBonus"); + } + + // Add provided extra roll parts now because they will get clobbered by mergeObject below + if (options.parts?.length > 0) { + parts.push(...options.parts); + } + + // Reliable Talent applies to any skill check we have full or better proficiency in + const reliableTalent = (skl.value >= 1 && this.getFlag("sw5e", "reliableTalent")); + + // Roll and return + const rollData = mergeObject(options, { + parts: parts, + data: data, + title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId] || CONFIG.SW5E.starshipSkills[skillId]}), + halflingLucky: this.getFlag("sw5e", "halflingLucky"), + reliableTalent: reliableTalent, + messageData: {"flags.sw5e.roll": {type: "skill", skillId }} + }); + rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); + return d20Roll(rollData); + } + + /* -------------------------------------------- */ + + /** + * Roll a generic ability test or saving throw. + * Prompt the user for input on which variety of roll they want to do. + * @param {String}abilityId The ability id (e.g. "str") + * @param {Object} options Options which configure how ability tests or saving throws are rolled + */ + rollAbility(abilityId, options={}) { + const label = CONFIG.SW5E.abilities[abilityId]; + new Dialog({ + title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), + content: `

${game.i18n.format("SW5E.AbilityPromptText", {ability: label})}

`, + buttons: { + test: { + label: game.i18n.localize("SW5E.ActionAbil"), + callback: () => this.rollAbilityTest(abilityId, options) + }, + save: { + label: game.i18n.localize("SW5E.ActionSave"), + callback: () => this.rollAbilitySave(abilityId, options) + } + } + }).render(true); + } + + /* -------------------------------------------- */ + + /** + * Roll an Ability Test + * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus + * @param {String} abilityId The ability ID (e.g. "str") + * @param {Object} options Options which configure how ability tests are rolled + * @return {Promise} A Promise which resolves to the created Roll instance + */ + rollAbilityTest(abilityId, options={}) { + const label = CONFIG.SW5E.abilities[abilityId]; + const abl = this.data.data.abilities[abilityId]; + + // Construct parts + const parts = ["@mod"]; + const data = {mod: abl.mod}; + + // Add feat-related proficiency bonuses + const feats = this.data.flags.sw5e || {}; + if ( feats.remarkableAthlete && SW5E.characterFlags.remarkableAthlete.abilities.includes(abilityId) ) { + parts.push("@proficiency"); + data.proficiency = Math.ceil(0.5 * this.data.data.attributes.prof); + } + else if ( feats.jackOfAllTrades ) { + parts.push("@proficiency"); + data.proficiency = Math.floor(0.5 * this.data.data.attributes.prof); + } + + // Add global actor bonus + const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; + if ( bonuses.check ) { + parts.push("@checkBonus"); + data.checkBonus = bonuses.check; + } + + // Add provided extra roll parts now because they will get clobbered by mergeObject below + if (options.parts?.length > 0) { + parts.push(...options.parts); + } + + // Roll and return + const rollData = mergeObject(options, { + parts: parts, + data: data, + title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), + halflingLucky: feats.halflingLucky, + messageData: {"flags.sw5e.roll": {type: "ability", abilityId }} + }); + rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); + return d20Roll(rollData); + } + + /* -------------------------------------------- */ + + /** + * Roll an Ability Saving Throw + * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus + * @param {String} abilityId The ability ID (e.g. "str") + * @param {Object} options Options which configure how ability tests are rolled + * @return {Promise} A Promise which resolves to the created Roll instance + */ + rollAbilitySave(abilityId, options={}) { + const label = CONFIG.SW5E.abilities[abilityId]; + const abl = this.data.data.abilities[abilityId]; + + // Construct parts + const parts = ["@mod"]; + const data = {mod: abl.mod}; + + // Include proficiency bonus + if ( abl.prof > 0 ) { + parts.push("@prof"); + data.prof = abl.prof; + } + + // Include a global actor ability save bonus + const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; + if ( bonuses.save ) { + parts.push("@saveBonus"); + data.saveBonus = bonuses.save; + } + + // Add provided extra roll parts now because they will get clobbered by mergeObject below + if (options.parts?.length > 0) { + parts.push(...options.parts); + } + + // Roll and return + const rollData = mergeObject(options, { + parts: parts, + data: data, + title: game.i18n.format("SW5E.SavePromptTitle", {ability: label}), + halflingLucky: this.getFlag("sw5e", "halflingLucky"), + messageData: {"flags.sw5e.roll": {type: "save", abilityId }} + }); + rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); + return d20Roll(rollData); + } + + /* -------------------------------------------- */ + + /** + * Perform a death saving throw, rolling a d20 plus any global save bonuses + * @param {Object} options Additional options which modify the roll + * @return {Promise} A Promise which resolves to the Roll instance + */ + async rollDeathSave(options={}) { + + // Display a warning if we are not at zero HP or if we already have reached 3 + const death = this.data.data.attributes.death; + if ( (this.data.data.attributes.hp.value > 0) || (death.failure >= 3) || (death.success >= 3)) { + ui.notifications.warn(game.i18n.localize("SW5E.DeathSaveUnnecessary")); + return null; + } + + // Evaluate a global saving throw bonus + const parts = []; + const data = {}; + const speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); + + // Include a global actor ability save bonus + const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; + if ( bonuses.save ) { + parts.push("@saveBonus"); + data.saveBonus = bonuses.save; + } + + // Evaluate the roll + const rollData = mergeObject(options, { + parts: parts, + data: data, + title: game.i18n.localize("SW5E.DeathSavingThrow"), + speaker: speaker, + halflingLucky: this.getFlag("sw5e", "halflingLucky"), + targetValue: 10, + messageData: {"flags.sw5e.roll": {type: "death"}} + }); + rollData.speaker = speaker; + const roll = await d20Roll(rollData); + if ( !roll ) return null; + + // Take action depending on the result + const success = roll.total >= 10; + const d20 = roll.dice[0].total; + + // Save success + if ( success ) { + let successes = (death.success || 0) + 1; + + // Critical Success = revive with 1hp + if ( d20 === 20 ) { + await this.update({ + "data.attributes.death.success": 0, + "data.attributes.death.failure": 0, + "data.attributes.hp.value": 1 + }); + await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveCriticalSuccess", {name: this.name}), speaker}); + } + + // 3 Successes = survive and reset checks + else if ( successes === 3 ) { + await this.update({ + "data.attributes.death.success": 0, + "data.attributes.death.failure": 0 + }); + await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveSuccess", {name: this.name}), speaker}); + } + + // Increment successes + else await this.update({"data.attributes.death.success": Math.clamped(successes, 0, 3)}); + } + + // Save failure + else { + let failures = (death.failure || 0) + (d20 === 1 ? 2 : 1); + await this.update({"data.attributes.death.failure": Math.clamped(failures, 0, 3)}); + if ( failures >= 3 ) { // 3 Failures = death + await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveFailure", {name: this.name}), speaker}); + } + } + + // Return the rolled result + return roll; + } + + /* -------------------------------------------- */ + + /** + * Roll a hit die of the appropriate type, gaining hit points equal to the die roll plus your CON modifier + * @param {string} [denomination] The hit denomination of hit die to roll. Example "d8". + * If no denomination is provided, the first available HD will be used + * @param {boolean} [dialog] Show a dialog prompt for configuring the hit die roll? + * @return {Promise} The created Roll instance, or null if no hit die was rolled + */ + async rollHitDie(denomination, {dialog=true}={}) { + + // If no denomination was provided, choose the first available + let cls = null; + if ( !denomination ) { + cls = this.itemTypes.class.find(c => c.data.data.hitDiceUsed < c.data.data.levels); + if ( !cls ) return null; + denomination = cls.data.data.hitDice; + } + + // Otherwise locate a class (if any) which has an available hit die of the requested denomination + else { + cls = this.items.find(i => { + const d = i.data.data; + return (d.hitDice === denomination) && ((d.hitDiceUsed || 0) < (d.levels || 1)); + }); + } + + // If no class is available, display an error notification + if ( !cls ) { + ui.notifications.error(game.i18n.format("SW5E.HitDiceWarn", {name: this.name, formula: denomination})); + return null; + } + + // Prepare roll data + const parts = [`1${denomination}`, "@abilities.con.mod"]; + const title = game.i18n.localize("SW5E.HitDiceRoll"); + const rollData = duplicate(this.data.data); + + // Call the roll helper utility + const roll = await damageRoll({ + event: new Event("hitDie"), + parts: parts, + data: rollData, + title: title, + speaker: ChatMessage.getSpeaker({actor: this}), + allowcritical: false, + fastForward: !dialog, + dialogOptions: {width: 350}, + messageData: {"flags.sw5e.roll": {type: "hitDie"}} + }); + if ( !roll ) return null; + + // Adjust actor data + await cls.update({"data.hitDiceUsed": cls.data.data.hitDiceUsed + 1}); + const hp = this.data.data.attributes.hp; + const dhp = Math.min(hp.max + (hp.tempmax ?? 0) - hp.value, roll.total); + await this.update({"data.attributes.hp.value": hp.value + dhp}); + return roll; + } + + /* -------------------------------------------- */ + + /** + * Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier + * @param {string} [denomination] The hit denomination of hull die to roll. Example "d8". + * If no denomination is provided, the first available HD will be used + * @param {string} [numDice] How many damage dice to roll? + * @param {string} [keep] Which dice to keep? Example "kh1". + * @param {boolean} [dialog] Show a dialog prompt for configuring the hull die roll? + * @return {Promise} The created Roll instance, or null if no hull die was rolled + */ + async rollHullDie(denomination, numDice="1", keep="",{dialog=true}={}) { + + // If no denomination was provided, choose the first available + let sship = null; + if ( !denomination ) { + sship = this.itemTypes.class.find(s => s.data.data.hullDiceUsed < (s.data.data.tier + s.data.data.hullDiceStart)); + if ( !sship ) return null; + denomination = sship.data.data.hullDice; + } + + // Otherwise locate a starship (if any) which has an available hit die of the requested denomination + else { + sship = this.items.find(i => { + const d = i.data.data; + return (d.hullDice === denomination) && ((d.hitDiceUsed || 0) < ((d.tier || 0) + d.hullDiceStart)); + }); + } + + // If no class is available, display an error notification + if ( !sship ) { + ui.notifications.error(game.i18n.format("SW5E.HullDiceWarn", {name: this.name, formula: denomination})); + return null; + } + + // Prepare roll data + const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"]; + const title = game.i18n.localize("SW5E.HullDiceRoll"); + const rollData = duplicate(this.data.data); + + // Call the roll helper utility + const roll = await damageRoll({ + event: new Event("hitDie"), + parts: parts, + data: rollData, + title: title, + speaker: ChatMessage.getSpeaker({actor: this}), + allowcritical: false, + fastForward: !dialog, + dialogOptions: {width: 350}, + messageData: {"flags.sw5e.roll": {type: "hullDie"}} + }); + if ( !roll ) return null; + + // Adjust actor data + await sship.update({"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1}); + const hp = this.data.data.attributes.hp; + const dhp = Math.min(hp.max - hp.value, roll.total); + await this.update({"data.attributes.hp.value": hp.value + dhp}); + return roll; + } + + /* -------------------------------------------- */ + + /** + * Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier + * @return {Promise} The created Roll instance, or null if no hull die was rolled + */ + async rollHullDieCheck() { + + // If no denomination was provided, choose the first available + let sship = null; + if ( !denomination ) { + sship = this.itemTypes.class.find(s => s.data.data.hullDiceUsed < (s.data.data.tier + s.data.data.hullDiceStart)); + if ( !sship ) return null; + denomination = sship.data.data.hullDice; + } + + // Otherwise locate a starship (if any) which has an available hit die of the requested denomination + else { + sship = this.items.find(i => { + const d = i.data.data; + return (d.hullDice === denomination) && ((d.hitDiceUsed || 0) < ((d.tier || 0) + d.hullDiceStart)); + }); + } + + // If no class is available, display an error notification + if ( !sship ) { + ui.notifications.error(game.i18n.format("SW5E.HullDiceWarn", {name: this.name, formula: denomination})); + return null; + } + + // Prepare roll data + const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"]; + const title = game.i18n.localize("SW5E.HullDiceRoll"); + const rollData = duplicate(this.data.data); + + // Call the roll helper utility + const roll = await damageRoll({ + event: new Event("hitDie"), + parts: parts, + data: rollData, + title: title, + speaker: ChatMessage.getSpeaker({actor: this}), + allowcritical: false, + fastForward: !dialog, + dialogOptions: {width: 350}, + messageData: {"flags.sw5e.roll": {type: "hullDie"}} + }); + if ( !roll ) return null; + + // Adjust actor data + await sship.update({"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1}); + const hp = this.data.data.attributes.hp; + const dhp = Math.min(hp.max - hp.value, roll.total); + await this.update({"data.attributes.hp.value": hp.value + dhp}); + return roll; + } + + /* -------------------------------------------- */ + + /** + * Roll a shield die of the appropriate type, gaining shield points equal to the die roll + * multiplied by the shield regeneration coefficient + * @param {string} [denomination] The denomination of shield die to roll. Example "d8". + * If no denomination is provided, the first available SD will be used + * @param {boolean} [natural] Natural ship shield regeneration (true) or user action (false)? + * @param {string} [numDice] How many damage dice to roll? + * @param {string} [keep] Which dice to keep? Example "kh1". + * @param {boolean} [dialog] Show a dialog prompt for configuring the shield die roll? + * @return {Promise} The created Roll instance, or null if no shield die was rolled + */ + async rollShieldDie(denomination, natural=false, numDice="1", keep="", {dialog=true}={}) { + + // If no denomination was provided, choose the first available + let sship = null; + if ( !denomination ) { + sship = this.itemTypes.class.find(s => s.data.data.shldDiceUsed < (s.data.data.tier + s.data.data.shldDiceStart)); + if ( !sship ) return null; + denomination = sship.data.data.shldDice; + } + + // Otherwise locate a starship (if any) which has an available hit die of the requested denomination + else { + sship = this.items.find(i => { + const d = i.data.data; + return (d.shldDice === denomination) && ((d.shldDiceUsed || 0) < ((d.tier || 0) + d.shldDiceStart)); + }); + } + + // If no starship is available, display an error notification + if ( !sship ) { + ui.notifications.error(game.i18n.format("SW5E.ShldDiceWarn", {name: this.name, formula: denomination})); + return null; + } + + // if natural regeneration roll max + if (natural) { + numdice = denomination.substring(1); + denomination = ""; + keep = ""; + } + + // Prepare roll data + const parts = [`${numDice}${denomination}${keep} * @attributes.regenRate`]; + const title = game.i18n.localize("SW5E.ShieldDiceRoll"); + const rollData = duplicate(this.data.data); + + // Call the roll helper utility + roll = await damageRoll({ + event: new Event("shldDie"), + parts: parts, + data: rollData, + title: title, + speaker: ChatMessage.getSpeaker({actor: this}), + allowcritical: false, + fastForward: !dialog, + dialogOptions: {width: 350}, + messageData: {"flags.sw5e.roll": {type: "shldDie"}} + }); + if ( !roll ) return null; + + // Adjust actor data + await sship.update({"data.shldDiceUsed": sship.data.data.shldDiceUsed + 1}); + const hp = this.data.data.attributes.hp; + const dhp = Math.min(hp.tempmax - hp.temp, roll.total); + await this.update({"data.attributes.hp.temp": hp.temp + dhp}); + return roll; + } + + /* -------------------------------------------- */ + + /** + * Cause this Actor to take a Short Rest and regain all Tech Points + * During a Short Rest resources and limited item uses may be recovered + * @param {boolean} dialog Present a dialog window which allows for rolling hit dice as part of the Short Rest + * @param {boolean} chat Summarize the results of the rest workflow as a chat message + * @param {boolean} autoHD Automatically spend Hit Dice if you are missing 3 or more hit points + * @param {boolean} autoHDThreshold A number of missing hit points which would trigger an automatic HD roll + * @return {Promise} A Promise which resolves once the short rest workflow has completed + */ + async shortRest({dialog=true, chat=true, autoHD=false, autoHDThreshold=3}={}) { + + // Take note of the initial hit points and number of hit dice the Actor has + const hp = this.data.data.attributes.hp; + const hd0 = this.data.data.attributes.hd; + const hp0 = hp.value; + let newDay = false; + + // Display a Dialog for rolling hit dice + if ( dialog ) { + try { + newDay = await ShortRestDialog.shortRestDialog({actor: this, canRoll: hd0 > 0}); + } catch(err) { + return; + } + } + + // Automatically spend hit dice + else if ( autoHD ) { + while ( (hp.value + autoHDThreshold) <= hp.max ) { + const r = await this.rollHitDie(undefined, {dialog: false}); + if ( r === null ) break; + } + } + + // Note the change in HP and HD and TP which occurred + const dhd = this.data.data.attributes.hd - hd0; + const dhp = this.data.data.attributes.hp.value - hp0; + const dtp = this.data.data.attributes.tech.points.max - this.data.data.attributes.tech.points.value; + + // Automatically Retore Tech Points + this.update({"data.attributes.tech.points.value": this.data.data.attributes.tech.points.max}); + + // Recover character resources + const updateData = {}; + for ( let [k, r] of Object.entries(this.data.data.resources) ) { + if ( r.max && r.sr ) { + updateData[`data.resources.${k}.value`] = r.max; + } + } + + // Recover item uses + const recovery = newDay ? ["sr", "day"] : ["sr"]; + const items = this.items.filter(item => item.data.data.uses && recovery.includes(item.data.data.uses.per)); + const updateItems = items.map(item => { + return { + _id: item._id, + "data.uses.value": item.data.data.uses.max + }; + }); + await this.updateEmbeddedEntity("OwnedItem", updateItems); + + // Display a Chat Message summarizing the rest effects + if ( chat ) { + + // Summarize the rest duration + let restFlavor; + switch (game.settings.get("sw5e", "restVariant")) { + case 'normal': restFlavor = game.i18n.localize("SW5E.ShortRestNormal"); break; + case 'gritty': restFlavor = game.i18n.localize(newDay ? "SW5E.ShortRestOvernight" : "SW5E.ShortRestGritty"); break; + case 'epic': restFlavor = game.i18n.localize("SW5E.ShortRestEpic"); break; + } + + // Summarize the health effects + let srMessage = "SW5E.ShortRestResultShort"; + if ((dhd !== 0) && (dhp !== 0)){ + if (dtp !== 0){ + srMessage = "SW5E.ShortRestResultWithTech"; + }else{ + srMessage = "SW5E.ShortRestResult"; + } + }else{ + if (dtp !== 0){ + srMessage = "SW5E.ShortRestResultOnlyTech"; + } + } + + // Create a chat message + ChatMessage.create({ + user: game.user._id, + speaker: {actor: this, alias: this.name}, + flavor: restFlavor, + content: game.i18n.format(srMessage, {name: this.name, dice: -dhd, health: dhp, tech: dtp}) + }); + } + + // Return data summarizing the rest effects + return { + dhd: dhd, + dhp: dhp, + dtp: dtp, + updateData: updateData, + updateItems: updateItems, + newDay: newDay + } + } + + /* -------------------------------------------- */ + + /** + * Take a long rest, recovering HP, HD, resources, Force and Power points and power slots + * @param {boolean} dialog Present a confirmation dialog window whether or not to take a long rest + * @param {boolean} chat Summarize the results of the rest workflow as a chat message + * @param {boolean} newDay Whether the long rest carries over to a new day + * @return {Promise} A Promise which resolves once the long rest workflow has completed + */ + async longRest({dialog=true, chat=true, newDay=true}={}) { + const data = this.data.data; + + // Maybe present a confirmation dialog + if ( dialog ) { + try { + newDay = await LongRestDialog.longRestDialog({actor: this}); + } catch(err) { + return; + } + } + + // Recover hit, tech, and force points to full, and eliminate any existing temporary HP, TP, and FP + const dhp = data.attributes.hp.max - data.attributes.hp.value; + const dtp = data.attributes.tech.points.max - data.attributes.tech.points.value; + const dfp = data.attributes.force.points.max - data.attributes.force.points.value; + const updateData = { + "data.attributes.hp.value": data.attributes.hp.max, + "data.attributes.hp.temp": 0, + "data.attributes.hp.tempmax": 0, + "data.attributes.tech.points.value": data.attributes.tech.points.max, + "data.attributes.tech.points.temp": 0, + "data.attributes.tech.points.tempmax": 0, + "data.attributes.force.points.value": data.attributes.force.points.max, + "data.attributes.force.points.temp": 0, + "data.attributes.force.points.tempmax": 0 + }; + + // Recover character resources + for ( let [k, r] of Object.entries(data.resources) ) { + if ( r.max && (r.sr || r.lr) ) { + updateData[`data.resources.${k}.value`] = r.max; + } + } + + // Recover power slots + for ( let [k, v] of Object.entries(data.powers) ) { + updateData[`data.powers.${k}.fvalue`] = Number.isNumeric(v.foverride) ? v.foverride : (v.fmax ?? 0); + } + for ( let [k, v] of Object.entries(data.powers) ) { + updateData[`data.powers.${k}.tvalue`] = Number.isNumeric(v.toverride) ? v.toverride : (v.tmax ?? 0); + } + // Determine the number of hit dice which may be recovered + let recoverHD = Math.max(Math.floor(data.details.level / 2), 1); + let dhd = 0; + + // Sort classes which can recover HD, assuming players prefer recovering larger HD first. + const updateItems = this.items.filter(item => item.data.type === "class").sort((a, b) => { + let da = parseInt(a.data.data.hitDice.slice(1)) || 0; + let db = parseInt(b.data.data.hitDice.slice(1)) || 0; + return db - da; + }).reduce((updates, item) => { + const d = item.data.data; + if ( (recoverHD > 0) && (d.hitDiceUsed > 0) ) { + let delta = Math.min(d.hitDiceUsed || 0, recoverHD); + recoverHD -= delta; + dhd += delta; + updates.push({_id: item.id, "data.hitDiceUsed": d.hitDiceUsed - delta}); + } + return updates; + }, []); + + // Iterate over owned items, restoring uses per day and recovering Hit Dice + const recovery = newDay ? ["sr", "lr", "day"] : ["sr", "lr"]; + for ( let item of this.items ) { + const d = item.data.data; + if ( d.uses && recovery.includes(d.uses.per) ) { + updateItems.push({_id: item.id, "data.uses.value": d.uses.max}); + } + else if ( d.recharge && d.recharge.value ) { + updateItems.push({_id: item.id, "data.recharge.charged": true}); + } + } + + // Perform the updates + await this.update(updateData); + if ( updateItems.length ) await this.updateEmbeddedEntity("OwnedItem", updateItems); + + // Display a Chat Message summarizing the rest effects + let restFlavor; + switch (game.settings.get("sw5e", "restVariant")) { + case 'normal': restFlavor = game.i18n.localize(newDay ? "SW5E.LongRestOvernight" : "SW5E.LongRestNormal"); break; + case 'gritty': restFlavor = game.i18n.localize("SW5E.LongRestGritty"); break; + case 'epic': restFlavor = game.i18n.localize("SW5E.LongRestEpic"); break; + } + + // Determine the chat message to display + if ( chat ) { + let lrMessage = "SW5E.LongRestResult"; + if (dhp !== 0) lrMessage += "HP"; + if (dfp !== 0) lrMessage += "FP"; + if (dtp !== 0) lrMessage += "TP"; + if (dhd !== 0) lrMessage += "HD"; + ChatMessage.create({ + user: game.user._id, + speaker: {actor: this, alias: this.name}, + flavor: restFlavor, + content: game.i18n.format(lrMessage, {name: this.name, health: dhp, tech: dtp, force: dfp, dice: dhd}) + }); + } + + // Return data summarizing the rest effects + return { + dhd: dhd, + dhp: dhp, + dtp: dtp, + dfp: dfp, + updateData: updateData, + updateItems: updateItems, + newDay: newDay + } + } + + /* -------------------------------------------- */ + + + /** + * Deploy an Actor into this one. + * + * @param {Actor} target The Actor to be deployed. + * @param {boolean} [coord] Deploy as Coordinator + * @param {boolean} [gunner] Deploy as Gunner + * @param {boolean} [mech] Deploy as Mechanic + * @param {boolean} [oper] Deploy as Operator + * @param {boolean} [pilot] Deploy as Pilot + * @param {boolean} [tech] Deploy as Technician + * @param {boolean} [crew] Deploy as Crew + * @param {boolean} [pass] Deploy as Passenger + */ + async deployInto(target, { coord=false, gunner=false, mech=false, oper=false, + pilot=false, tech=false, crew=false, pass=false}={}) { + + // Get the starship Actor data and the new char data + const sship = duplicate(this.toJSON()); + const ssDeploy = sship.data.attributes.deployment; + const char = target; + const charUUID = char.uuid; + const charName = char.data.name; + const charRank = char.data.data.attributes.rank; + let charProf = 0; + if (charRank.total > 0) { + charProf = char.data.data.attributes.prof; + } + + if (coord){ + ssDeploy.coord.uuid = charUUID; + ssDeploy.coord.name = charName; + ssDeploy.coord.rank = charRank.coord; + ssDeploy.coord.prof = charProf; + } + + if (gunner){ + ssDeploy.gunner.uuid = charUUID; + ssDeploy.gunner.name = charName; + ssDeploy.gunner.rank = charRank.gunner; + ssDeploy.gunner.prof = charProf; + } + + if (mech){ + ssDeploy.mechanic.uuid = charUUID; + ssDeploy.mechanic.name = charName; + ssDeploy.mechanic.rank = charRank.mechanic; + ssDeploy.mechanic.prof = charProf; + } + + if (oper){ + ssDeploy.operator.uuid = charUUID; + ssDeploy.operator.name = charName; + ssDeploy.operator.rank = charRank.operator; + ssDeploy.operator.prof = charProf; + } + + if (pilot){ + ssDeploy.pilot.uuid = charUUID; + ssDeploy.pilot.name = charName; + ssDeploy.pilot.rank = charRank.pilot; + ssDeploy.pilot.prof = charProf; + } + + if (tech){ + ssDeploy.technician.uuid = charUUID; + ssDeploy.technician.name = charName; + ssDeploy.technician.rank = charRank.technician; + ssDeploy.technician.prof = charProf; + } + + if (crew){ + ssDeploy.crew.push({"uuid": charUUID, "name": charName, "rank": charRank, "prof": charProf}); + } + + if (pass){ + ssDeploy.passenger.push({"uuid": charUUID, "name": charName, "rank": charRank, "prof": charProf}); + } + this.update({"data.attributes.deployment": ssDeploy}); + } + + + /** + * Transform this Actor into another one. + * + * @param {Actor} target The target Actor. + * @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con) + * @param {boolean} [keepMental] Keep mental abilities (int, wis, cha) + * @param {boolean} [keepSaves] Keep saving throw proficiencies + * @param {boolean} [keepSkills] Keep skill proficiencies + * @param {boolean} [mergeSaves] Take the maximum of the save proficiencies + * @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies + * @param {boolean} [keepClass] Keep proficiency bonus + * @param {boolean} [keepFeats] Keep features + * @param {boolean} [keepPowers] Keep powers + * @param {boolean} [keepItems] Keep items + * @param {boolean} [keepBio] Keep biography + * @param {boolean} [keepVision] Keep vision + * @param {boolean} [transformTokens] Transform linked tokens too + */ + async transformInto(target, { keepPhysical=false, keepMental=false, keepSaves=false, keepSkills=false, + mergeSaves=false, mergeSkills=false, keepClass=false, keepFeats=false, keepPowers=false, + keepItems=false, keepBio=false, keepVision=false, transformTokens=true}={}) { + + // Ensure the player is allowed to polymorph + const allowed = game.settings.get("sw5e", "allowPolymorphing"); + if ( !allowed && !game.user.isGM ) { + return ui.notifications.warn(game.i18n.localize("SW5E.PolymorphWarn")); + } + + // Get the original Actor data and the new source data + const o = duplicate(this.toJSON()); + o.flags.sw5e = o.flags.sw5e || {}; + o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves}; + const source = duplicate(target.toJSON()); + + // Prepare new data to merge from the source + const d = { + type: o.type, // Remain the same actor type + name: `${o.name} (${source.name})`, // Append the new shape to your old name + data: source.data, // Get the data model of your new form + items: source.items, // Get the items of your new form + effects: o.effects.concat(source.effects), // Combine active effects from both forms + token: source.token, // New token configuration + img: source.img, // New appearance + permission: o.permission, // Use the original actor permissions + folder: o.folder, // Be displayed in the same sidebar folder + flags: o.flags // Use the original actor flags + }; + + // Additional adjustments + delete d.data.resources; // Don't change your resource pools + delete d.data.currency; // Don't lose currency + delete d.data.bonuses; // Don't lose global bonuses + delete d.token.actorId; // Don't reference the old actor ID + d.token.actorLink = o.token.actorLink; // Keep your actor link + d.token.name = d.name; // Token name same as actor name + d.data.details.alignment = o.data.details.alignment; // Don't change alignment + d.data.attributes.exhaustion = o.data.attributes.exhaustion; // Keep your prior exhaustion level + d.data.attributes.inspiration = o.data.attributes.inspiration; // Keep inspiration + d.data.powers = o.data.powers; // Keep power slots + + // Handle wildcard + if ( source.token.randomImg ) { + const images = await target.getTokenImages(); + d.token.img = images[Math.floor(Math.random() * images.length)]; + } + + // Keep Token configurations + const tokenConfig = ["displayName", "vision", "actorLink", "disposition", "displayBars", "bar1", "bar2"]; + if ( keepVision ) { + tokenConfig.push(...['dimSight', 'brightSight', 'dimLight', 'brightLight', 'vision', 'sightAngle']); + } + for ( let c of tokenConfig ) { + d.token[c] = o.token[c]; + } + + // Transfer ability scores + const abilities = d.data.abilities; + for ( let k of Object.keys(abilities) ) { + const oa = o.data.abilities[k]; + const prof = abilities[k].proficient; + if ( keepPhysical && ["str", "dex", "con"].includes(k) ) abilities[k] = oa; + else if ( keepMental && ["int", "wis", "cha"].includes(k) ) abilities[k] = oa; + if ( keepSaves ) abilities[k].proficient = oa.proficient; + else if ( mergeSaves ) abilities[k].proficient = Math.max(prof, oa.proficient); + } + + // Transfer skills + if ( keepSkills ) d.data.skills = o.data.skills; + else if ( mergeSkills ) { + for ( let [k, s] of Object.entries(d.data.skills) ) { + s.value = Math.max(s.value, o.data.skills[k].value); + } + } + + // Keep specific items from the original data + d.items = d.items.concat(o.items.filter(i => { + if ( i.type === "class" ) return keepClass; + else if ( i.type === "feat" ) return keepFeats; + else if ( i.type === "power" ) return keepPowers; + else return keepItems; + })); + + // Transfer classes for NPCs + if (!keepClass && d.data.details.cr) { + d.items.push({ + type: 'class', + name: game.i18n.localize('SW5E.PolymorphTmpClass'), + data: { levels: d.data.details.cr } + }); + } + + // Keep biography + if (keepBio) d.data.details.biography = o.data.details.biography; + + // Keep senses + if (keepVision) d.data.traits.senses = o.data.traits.senses; + + // Set new data flags + if ( !this.isPolymorphed || !d.flags.sw5e.originalActor ) d.flags.sw5e.originalActor = this.id; + d.flags.sw5e.isPolymorphed = true; + + // Update unlinked Tokens in place since they can simply be re-dropped from the base actor + if (this.isToken) { + const tokenData = d.token; + tokenData.actorData = d; + delete tokenData.actorData.token; + return this.token.update(tokenData); + } + + // Update regular Actors by creating a new Actor with the Polymorphed data + await this.sheet.close(); + Hooks.callAll('sw5e.transformActor', this, target, d, { + keepPhysical, keepMental, keepSaves, keepSkills, mergeSaves, mergeSkills, + keepClass, keepFeats, keepPowers, keepItems, keepBio, keepVision, transformTokens + }); + const newActor = await this.constructor.create(d, {renderSheet: true}); + + // Update placed Token instances + if ( !transformTokens ) return; + const tokens = this.getActiveTokens(true); + const updates = tokens.map(t => { + const newTokenData = duplicate(d.token); + if ( !t.data.actorLink ) newTokenData.actorData = newActor.data; + newTokenData._id = t.data._id; + newTokenData.actorId = newActor.id; + return newTokenData; + }); + return canvas.scene?.updateEmbeddedEntity("Token", updates); + } + + /* -------------------------------------------- */ + + /** + * If this actor was transformed with transformTokens enabled, then its + * active tokens need to be returned to their original state. If not, then + * we can safely just delete this actor. + */ + async revertOriginalForm() { + if ( !this.isPolymorphed ) return; + if ( !this.owner ) { + return ui.notifications.warn(game.i18n.localize("SW5E.PolymorphRevertWarn")); + } + + // If we are reverting an unlinked token, simply replace it with the base actor prototype + if ( this.isToken ) { + const baseActor = game.actors.get(this.token.data.actorId); + const prototypeTokenData = duplicate(baseActor.token); + prototypeTokenData.actorData = null; + return this.token.update(prototypeTokenData); + } + + // Obtain a reference to the original actor + const original = game.actors.get(this.getFlag('sw5e', 'originalActor')); + if ( !original ) return; + + // Get the Tokens which represent this actor + if ( canvas.ready ) { + const tokens = this.getActiveTokens(true); + const tokenUpdates = tokens.map(t => { + const tokenData = duplicate(original.data.token); + tokenData._id = t.id; + tokenData.actorId = original.id; + return tokenData; + }); + canvas.scene.updateEmbeddedEntity("Token", tokenUpdates); + } + + // Delete the polymorphed Actor and maybe re-render the original sheet + const isRendered = this.sheet.rendered; + if ( game.user.isGM ) await this.delete(); + original.sheet.render(isRendered); + return original; + } + + /* -------------------------------------------- */ + + /** + * Add additional system-specific sidebar directory context menu options for SW5e Actor entities + * @param {jQuery} html The sidebar HTML + * @param {Array} entryOptions The default array of context menu options + */ + static addDirectoryContextOptions(html, entryOptions) { + entryOptions.push({ + name: 'SW5E.PolymorphRestoreTransformation', + icon: '', + callback: li => { + const actor = game.actors.get(li.data('entityId')); + return actor.revertOriginalForm(); + }, + condition: li => { + const allowed = game.settings.get("sw5e", "allowPolymorphing"); + if ( !allowed && !game.user.isGM ) return false; + const actor = game.actors.get(li.data('entityId')); + return actor && actor.isPolymorphed; + } + }); + } + + /* -------------------------------------------- */ + /* DEPRECATED METHODS */ + /* -------------------------------------------- */ + + /** + * @deprecated since sw5e 0.97 + */ + getPowerDC(ability) { + console.warn(`The Actor5e#getPowerDC(ability) method has been deprecated in favor of Actor5e#data.data.abilities[ability].dc`); + return this.data.data.abilities[ability]?.dc; + } + + /* -------------------------------------------- */ + + /** + * Cast a Power, consuming a power slot of a certain level + * @param {Item5e} item The power being cast by the actor + * @param {Event} event The originating user interaction which triggered the cast + * @deprecated since sw5e 1.2.0 + */ + async usePower(item, {configureDialog=true}={}) { + console.warn(`The Actor5e#usePower method has been deprecated in favor of Item5e#roll`); + if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); + return item.roll(); + } +} \ No newline at end of file diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index 48ca3cb2..d6636c0b 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -1,8 +1,10 @@ import Item5e from "../../../item/entity.js"; import TraitSelector from "../../../apps/trait-selector.js"; import ActorSheetFlags from "../../../apps/actor-flags.js"; +import ActorHitDiceConfig from "../../../apps/hit-dice-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js"; +import ActorTypeConfig from "../../../apps/actor-type.js"; import {SW5E} from '../../../config.js'; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; @@ -46,6 +48,14 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * A set of item types that should be prevented from being dropped on this type of actor sheet. + * @type {Set} + */ + static unsupportedItemTypes = new Set(); + + /* -------------------------------------------- */ + /** @override */ get template() { if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html"; @@ -55,64 +65,76 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** @override */ - getData() { + getData(options) { // Basic data - let isOwner = this.entity.owner; + let isOwner = this.actor.isOwner; const data = { owner: isOwner, - limited: this.entity.limited, + limited: this.actor.limited, options: this.options, editable: this.isEditable, cssClass: isOwner ? "editable" : "locked", - isCharacter: this.entity.data.type === "character", - isNPC: this.entity.data.type === "npc", - isVehicle: this.entity.data.type === 'vehicle', + isCharacter: this.actor.type === "character", + isNPC: this.actor.type === "npc", + isStarship: this.actor.type === "starship", + isVehicle: this.actor.type === 'vehicle', config: CONFIG.SW5E, + rollData: this.actor.getRollData.bind(this.actor) }; - // The Actor and its Items - data.actor = duplicate(this.actor.data); - data.items = this.actor.items.map(i => { - i.data.labels = i.labels; - return i.data; - }); + // The Actor's data + const actorData = this.actor.data.toObject(false); + data.actor = actorData; + data.data = actorData.data; + + // Owned Items + data.items = actorData.items; + for ( let i of data.items ) { + const item = this.actor.items.get(i._id); + i.labels = item.labels; + } data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0)); - data.data = data.actor.data; + + // Labels and filters data.labels = this.actor.labels || {}; data.filters = this._filters; // Ability Scores - for ( let [a, abl] of Object.entries(data.actor.data.abilities)) { + for ( let [a, abl] of Object.entries(actorData.data.abilities)) { abl.icon = this._getProficiencyIcon(abl.proficient); abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.label = CONFIG.SW5E.abilities[a]; } // Skills - if (data.actor.data.skills) { - for ( let [s, skl] of Object.entries(data.actor.data.skills)) { + if (actorData.data.skills) { + for (let [s, skl] of Object.entries(actorData.data.skills)) { skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.icon = this._getProficiencyIcon(skl.value); skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; - skl.label = CONFIG.SW5E.skills[s]; + if (data.actor.type === "starship") { + skl.label = CONFIG.SW5E.starshipSkills[s]; + }else{ + skl.label = CONFIG.SW5E.skills[s]; + } } } // Movement speeds - data.movement = this._getMovementSpeed(data.actor); + data.movement = this._getMovementSpeed(actorData); // Senses - data.senses = this._getSenses(data.actor); + data.senses = this._getSenses(actorData); // Update traits - this._prepareTraits(data.actor.data.traits); + this._prepareTraits(actorData.data.traits); // Prepare owned items this._prepareItems(data); // Prepare active effects - data.effects = prepareActiveEffectCategories(this.entity.effects); + data.effects = prepareActiveEffectCategories(this.actor.effects); // Return data to the sheet return data @@ -218,12 +240,13 @@ export default class ActorSheet5e extends ActorSheet { /** * Insert a power into the powerbook object when rendering the character sheet - * @param {Object} data The Actor data being prepared - * @param {Array} powers The power data being prepared + * @param {Object} data The Actor data being prepared + * @param {Array} powers The power data being prepared + * @param {string} school The school of the powerbook being prepared * @private */ _preparePowerbook(data, powers, school) { - const owner = this.actor.owner; + const owner = this.actor.isOwner; const levels = data.data.powers; const powerbook = {}; @@ -338,6 +361,7 @@ export default class ActorSheet5e extends ActorSheet { if ( filters.has("prepared") ) { if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true; if ( this.actor.data.type === "npc" ) return true; + if ( this.actor.data.type === "starship" ) return true; return data.preparation.prepared; } @@ -369,10 +393,7 @@ export default class ActorSheet5e extends ActorSheet { /* Event Listeners and Handlers /* -------------------------------------------- */ - /** - * Activate event listeners using the prepared sheet HTML - * @param html {HTML} The prepared HTML object ready to be rendered into the DOM - */ + /** @inheritdoc */ activateListeners(html) { // Activate Item Filters @@ -383,6 +404,9 @@ export default class ActorSheet5e extends ActorSheet { // Item summaries html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event)); + // View Item Sheets + html.find('.item-edit').click(this._onItemEdit.bind(this)); + // Editable Only Listeners if ( this.isEditable ) { @@ -405,17 +429,19 @@ export default class ActorSheet5e extends ActorSheet { // Owned Item management html.find('.item-create').click(this._onItemCreate.bind(this)); - html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); + html.find('.item-collapse').click(this._onItemCollapse.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); + html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); + html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); // Active Effect management - html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); + html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor)); } // Owner Only Listeners - if ( this.actor.owner ) { + if ( this.actor.isOwner ) { // Ability Checks html.find('.ability-name').click(this._onRollAbilityTest.bind(this)); @@ -482,17 +508,25 @@ export default class ActorSheet5e extends ActorSheet { _onConfigMenu(event) { event.preventDefault(); const button = event.currentTarget; + let app; switch ( button.dataset.action ) { + case "hit-dice": + app = new ActorHitDiceConfig(this.object); + break; case "movement": - new ActorMovementConfig(this.object).render(true); + app = new ActorMovementConfig(this.object); break; case "flags": - new ActorSheetFlags(this.object).render(true); + app = new ActorSheetFlags(this.object); break; case "senses": - new ActorSensesConfig(this.object).render(true); + app = new ActorSensesConfig(this.object); + break; + case "type": + new ActorTypeConfig(this.object).render(true); break; } + app?.render(true); } /* -------------------------------------------- */ @@ -526,7 +560,7 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ async _onDropActor(event, data) { - const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing')); + const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing')); if ( !canPolymorph ) return false; // Get the target actor @@ -601,15 +635,40 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ async _onDropItemCreate(itemData) { + // Check to make sure items of this type are allowed on this actor + if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) { + return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", { + itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]), + actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type]) + })); + } + // Create a Consumable power scroll on the Inventory tab if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) { const scroll = await Item5e.createScrollFromPower(itemData); itemData = scroll.data; } - // Ignore certain statuses if ( itemData.data ) { - ["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]); + // Ignore certain statuses + ["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]); + + // Downgrade ATTUNED to REQUIRED + itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED); + } + + // Stack identical consumables + if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) { + const similarItem = this.actor.items.find(i => { + const sourceId = i.getFlag("core", "sourceId"); + return sourceId && (sourceId === itemData.flags.core?.sourceId) && + (i.type === "consumable"); + }); + if ( similarItem && itemData.name !== "Power Cell" ) { // Always create a new powercell instead of increasing quantity + return similarItem.update({ + 'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1) + }); + } } // Create the owned item as normal @@ -650,7 +709,7 @@ export default class ActorSheet5e extends ActorSheet { async _onUsesChange(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); event.target.value = uses; return item.update({ 'data.uses.value': uses }); @@ -665,7 +724,7 @@ export default class ActorSheet5e extends ActorSheet { _onItemRoll(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); return item.roll(); } @@ -679,7 +738,7 @@ export default class ActorSheet5e extends ActorSheet { _onItemRecharge(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); return item.rollRecharge(); }; @@ -692,8 +751,8 @@ export default class ActorSheet5e extends ActorSheet { _onItemSummary(event) { event.preventDefault(); let li = $(event.currentTarget).parents(".item"), - item = this.actor.getOwnedItem(li.data("item-id")), - chatData = item.getChatData({secrets: this.actor.owner}); + item = this.actor.items.get(li.data("item-id")), + chatData = item.getChatData({secrets: this.actor.isOwner}); // Toggle summary if ( li.hasClass("expanded") ) { @@ -722,12 +781,12 @@ export default class ActorSheet5e extends ActorSheet { const header = event.currentTarget; const type = header.dataset.type; const itemData = { - name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}), + name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}), type: type, - data: duplicate(header.dataset) + data: foundry.utils.deepClone(header.dataset) }; delete itemData.data["type"]; - return this.actor.createEmbeddedEntity("OwnedItem", itemData); + return this.actor.createEmbeddedDocuments("Item", [itemData]); } /* -------------------------------------------- */ @@ -740,8 +799,8 @@ export default class ActorSheet5e extends ActorSheet { _onItemEdit(event) { event.preventDefault(); const li = event.currentTarget.closest(".item"); - const item = this.actor.getOwnedItem(li.dataset.itemId); - item.sheet.render(true); + const item = this.actor.items.get(li.dataset.itemId); + return item.sheet.render(true); } /* -------------------------------------------- */ @@ -754,9 +813,79 @@ export default class ActorSheet5e extends ActorSheet { _onItemDelete(event) { event.preventDefault(); const li = event.currentTarget.closest(".item"); - this.actor.deleteOwnedItem(li.dataset.itemId); + const item = this.actor.items.get(li.dataset.itemId); + if ( item ) return item.delete(); } + /** + * Handle collapsing a Feature row on the actor sheet + * @param {Event} event The originating click event + * @private + */ + +_onItemCollapse(event) { + event.preventDefault(); + + event.currentTarget.classList.toggle("active"); + + const li = event.currentTarget.closest("li"); + const content = li.querySelector(".content"); + + if (content.style.display === "none") { + content.style.display = "block"; + } else { + content.style.display = "none"; + } + } + +/** + * Handle incrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onIncrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.items.get(itemId); + + let levels = item.data.data.levels; + const update = {_id: item.data._id, data: {levels: (levels + 1) }}; + + actor.updateEmbeddedDocuments("Item", [update]); +} + +/** + * Handle decrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onDecrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.items.get(itemId); + + let levels = item.data.data.levels; + const update = {_id: item.data._id, data: {levels: (levels - 1) }}; + + actor.updateEmbeddedDocuments("Item", [update]); +} + /* -------------------------------------------- */ /** @@ -767,7 +896,7 @@ export default class ActorSheet5e extends ActorSheet { _onRollAbilityTest(event) { event.preventDefault(); let ability = event.currentTarget.parentElement.dataset.ability; - this.actor.rollAbility(ability, {event: event}); + return this.actor.rollAbility(ability, {event: event}); } /* -------------------------------------------- */ @@ -780,7 +909,7 @@ export default class ActorSheet5e extends ActorSheet { _onRollSkillCheck(event) { event.preventDefault(); const skill = event.currentTarget.parentElement.dataset.skill; - this.actor.rollSkill(skill, {event: event}); + return this.actor.rollSkill(skill, {event: event}); } /* -------------------------------------------- */ @@ -793,7 +922,7 @@ export default class ActorSheet5e extends ActorSheet { _onToggleAbilityProficiency(event) { event.preventDefault(); const field = event.currentTarget.previousElementSibling; - this.actor.update({[field.name]: 1 - parseInt(field.value)}); + return this.actor.update({[field.name]: 1 - parseInt(field.value)}); } /* -------------------------------------------- */ @@ -810,7 +939,7 @@ export default class ActorSheet5e extends ActorSheet { const filter = li.dataset.filter; if ( set.has(filter) ) set.delete(filter); else set.add(filter); - this.render(); + return this.render(); } /* -------------------------------------------- */ @@ -826,7 +955,7 @@ export default class ActorSheet5e extends ActorSheet { const label = a.parentElement.querySelector("label"); const choices = CONFIG.SW5E[a.dataset.options]; const options = { name: a.dataset.target, title: label.innerText, choices }; - new TraitSelector(this.actor, options).render(true) + return new TraitSelector(this.actor, options).render(true) } /* -------------------------------------------- */ @@ -834,15 +963,14 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ _getHeaderButtons() { let buttons = super._getHeaderButtons(); - - // Add button to revert polymorph - if ( !this.actor.isPolymorphed || this.actor.isToken ) return buttons; - buttons.unshift({ - label: 'SW5E.PolymorphRestoreTransformation', - class: "restore-transformation", - icon: "fas fa-backward", - onclick: ev => this.actor.revertOriginalForm() - }); + if (this.actor.isPolymorphed) { + buttons.unshift({ + label: 'SW5E.PolymorphRestoreTransformation', + class: "restore-transformation", + icon: "fas fa-backward", + onclick: () => this.actor.revertOriginalForm() + }); + } return buttons; } -} \ No newline at end of file +} diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index 213478b2..3390c482 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -84,10 +84,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { }; // Partition items by category - let [items, forcepowers, techpowers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { + let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { // Item details - item.img = item.img || DEFAULT_TOKEN; + item.img = item.img || CONST.DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.attunement = { [CONFIG.SW5E.attunementTypes.REQUIRED]: { @@ -111,21 +111,27 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { // Item toggle state this._prepareItemToggleState(item); + // Primary Class + if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass ); + // Classify items into types if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[1].push(item); else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item); else if ( item.type === "feat" ) arr[3].push(item); else if ( item.type === "class" ) arr[4].push(item); - else if ( item.type === "species" ) arr[5].push(item); - else if ( item.type === "archetype" ) arr[6].push(item); - else if ( item.type === "classfeature" ) arr[7].push(item); - else if ( item.type === "background" ) arr[8].push(item); - else if ( item.type === "fightingstyle" ) arr[9].push(item); - else if ( item.type === "fightingmastery" ) arr[10].push(item); - else if ( item.type === "lightsaberform" ) arr[11].push(item); + else if ( item.type === "deployment" ) arr[5].push(item); + else if ( item.type === "deploymentfeature" ) arr[6].push(item); + else if ( item.type === "venture" ) arr[7].push(item); + else if ( item.type === "species" ) arr[8].push(item); + else if ( item.type === "archetype" ) arr[9].push(item); + else if ( item.type === "classfeature" ) arr[10].push(item); + else if ( item.type === "background" ) arr[11].push(item); + else if ( item.type === "fightingstyle" ) arr[12].push(item); + else if ( item.type === "fightingmastery" ) arr[13].push(item); + else if ( item.type === "lightsaberform" ) arr[14].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); return arr; - }, [[], [], [], [], [], [], [], [], [], [], [], []]); + }, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]); // Apply active item filters items = this._filterItems(items, this._filters.inventory); @@ -137,7 +143,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { for ( let i of items ) { i.data.quantity = i.data.quantity || 0; i.data.weight = i.data.weight || 0; - i.totalWeight = Math.round(i.data.quantity * i.data.weight * 10) / 10; + i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1); inventory[i.type].items.push(i); } @@ -150,6 +156,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true }, archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, + deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true }, + deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true }, + ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true }, species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, @@ -162,10 +171,13 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { if ( f.data.activation.type ) features.active.items.push(f); else features.passive.items.push(f); } - classes.sort((a, b) => b.levels - a.levels); + classes.sort((a, b) => b.data.levels - a.data.levels); features.classes.items = classes; features.classfeatures.items = classfeatures; features.archetype.items = archetypes; + features.deployments.items = deployments; + features.deploymentfeatures.items = deploymentfeatures; + features.ventures.items = ventures; features.species.items = species; features.background.items = backgrounds; features.fightingstyles.items = fightingstyles; @@ -209,11 +221,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { /** * Activate event listeners using the prepared sheet HTML - * @param html {HTML} The prepared HTML object ready to be rendered into the DOM + * @param html {jQuery} The prepared HTML object ready to be rendered into the DOM */ activateListeners(html) { super.activateListeners(html); - if ( !this.options.editable ) return; + if ( !this.isEditable ) return; // Inventory Functions // html.find(".currency-convert").click(this._onConvertCurrency.bind(this)); @@ -231,11 +243,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { // Send Languages to Chat onClick html.find('[data-options="share-languages"]').click(event => { event.preventDefault(); - let langs = this.actor.data.data.traits.languages.value.map(l => SW5E.languages[l] || l).join(", "); + let langs = this.actor.data.data.traits.languages.value.map(l => CONFIG.SW5E.languages[l] || l).join(", "); let custom = this.actor.data.data.traits.languages.custom; if (custom) langs += ", " + custom.replace(/;/g, ","); let content = ` -
+

Known Languages

@@ -245,21 +257,25 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { `; // Send to Chat - let rollWhisper = null; let rollBlind = false; let rollMode = game.settings.get("core", "rollMode"); - if (["gmroll", "blindroll"].includes(rollMode)) rollWhisper = ChatMessage.getWhisperIDs("GM"); if (rollMode === "blindroll") rollBlind = true; - ChatMessage.create({ - user: game.user._id, + let data = { + user: game.user.data._id, content: content, + blind: rollBlind, speaker: { - actor: this.actor._id, + actor: this.actor.data._id, token: this.actor.token, alias: this.actor.name }, type: CONST.CHAT_MESSAGE_TYPES.OTHER - }); + }; + + if (["gmroll", "blindroll"].includes(rollMode)) data["whisper"] = ChatMessage.getWhisperRecipients("GM"); + else if (rollMode === "selfroll") data["whisper"] = [game.users.get(game.user.data._id)]; + + ChatMessage.create(data); }); // Item Delete Confirmation @@ -267,7 +283,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { html.find('.item-delete').click(event => { let li = $(event.currentTarget).parents('.item'); let itemId = li.attr("data-item-id"); - let item = this.actor.getOwnedItem(itemId); + let item = this.actor.items.get(itemId); new Dialog({ title: `Deleting ${item.data.name}`, content: `

Are you sure you want to delete ${item.data.name}?

`, @@ -318,7 +334,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { _onToggleItem(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped"; return item.update({[attr]: !getProperty(item.data, attr)}); } @@ -354,7 +370,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { /** @override */ async _onDropItemCreate(itemData) { - // Increment the number of class levels a character instead of creating a new item + // Increment the number of class levels of a character instead of creating a new item if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); let priorLevel = cls?.data.data.levels ?? 0; @@ -367,8 +383,21 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { } } + // Increment the number of deployment ranks of a character instead of creating a new item + // else if ( itemData.type === "deployment" ) { + // const rnk = this.actor.itemTypes.deployment.find(c => c.name === itemData.name); + // let priorRank = rnk?.data.data.ranks ?? 0; + // if ( !!rnk ) { + // const next = Math.min(priorLevel + 1, 5 + priorRank - this.actor.data.data.details.rank); + // if ( next > priorRank ) { + // itemData.ranks = next; + // return rnk.update({"data.ranks": next}); + // } + // } + // } + // Default drop handling if levels were not added - super._onDropItemCreate(itemData); + return super._onDropItemCreate(itemData); } } async function addFavorites(app, html, data) { @@ -443,11 +472,11 @@ async function addFavorites(app, html, data) { if (app.options.editable) { let favBtn = $(``); favBtn.click(ev => { - app.actor.getOwnedItem(item._id).update({ + app.actor.items.get(item.data._id).update({ "flags.favtab.isFavourite": !item.flags.favtab.isFavourite }); }); - html.find(`.item[data-item-id="${item._id}"]`).find('.item-controls').prepend(favBtn); + html.find(`.item[data-item-id="${item.data._id}"]`).find('.item-controls').prepend(favBtn); } if (isFav) { @@ -457,8 +486,8 @@ async function addFavorites(app, html, data) { let v = (comps.vocal) ? "V" : ""; let s = (comps.somatic) ? "S" : ""; let m = (comps.material) ? "M" : ""; - let c = (comps.concentration) ? true : false; - let r = (comps.ritual) ? true : false; + let c = !!(comps.concentration); + let r = !!(comps.ritual); item.powerComps = `${v}${s}${m}`; item.powerCon = c; item.powerRit = r; @@ -521,12 +550,12 @@ async function addFavorites(app, html, data) { //favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event)); favtabHtml.find('.item-edit').click(ev => { let itemId = $(ev.target).parents('.item')[0].dataset.itemId; - app.actor.getOwnedItem(itemId).sheet.render(true); + app.actor.items.get(itemId).sheet.render(true); }); favtabHtml.find('.item-fav').click(ev => { let itemId = $(ev.target).parents('.item')[0].dataset.itemId; - let val = !app.actor.getOwnedItem(itemId).data.flags.favtab.isFavourite - app.actor.getOwnedItem(itemId).update({ + let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite + app.actor.items.get(itemId).update({ "flags.favtab.isFavourite": val }); }); @@ -542,10 +571,10 @@ async function addFavorites(app, html, data) { let list = null; if (dropData.data.type === 'feat') list = favFeats; else list = favItems; - let dragSource = list.find(i => i._id === dropData.data._id); - let siblings = list.filter(i => i._id !== dropData.data._id); + let dragSource = list.find(i => i.data._id === dropData.data._id); + let siblings = list.filter(i => i.data._id !== dropData.data._id); let targetId = ev.target.closest('.item').dataset.itemId; - let dragTarget = siblings.find(s => s._id === targetId); + let dragTarget = siblings.find(s => s.data._id === targetId); if (dragTarget === undefined) return; const sortUpdates = SortingHelpers.performIntegerSort(dragSource, { @@ -555,7 +584,7 @@ async function addFavorites(app, html, data) { }); const updateData = sortUpdates.map(u => { const update = u.update; - update._id = u.target._id; + update._id = u.target.data._id; return update; }); app.actor.updateEmbeddedEntity("OwnedItem", updateData); @@ -614,11 +643,7 @@ async function addSubTabs(app, html, data) { return tab.target == target }); data.options.subTabs[subgroup].map(el => { - if(el.target == target) { - el.active = true; - } else { - el.active = false; - } + el.active = el.target == target; return el; }) diff --git a/module/actor/sheets/newSheet/npc.js b/module/actor/sheets/newSheet/npc.js index 51c43006..59a94334 100644 --- a/module/actor/sheets/newSheet/npc.js +++ b/module/actor/sheets/newSheet/npc.js @@ -27,6 +27,11 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + static unsupportedItemTypes = new Set(["class"]); + + /* -------------------------------------------- */ + /** * Organize Owned Items for rendering the NPC sheet * @private @@ -43,7 +48,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { // Start by classifying items into groups for rendering let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => { - item.img = item.img || DEFAULT_TOKEN; + item.img = item.img || CONST.DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.hasUses = item.data.uses && (item.data.uses.max > 0); item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); @@ -80,17 +85,19 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { data.techPowerbook = techPowerbook; } - /* -------------------------------------------- */ - /** @override */ - getData() { - const data = super.getData(); + /** @inheritdoc */ + getData(options) { + const data = super.getData(options); // Challenge Rating const cr = parseFloat(data.data.details.cr || 0); const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; + + // Creature Type + data.labels["type"] = this.actor.labels.creatureType; return data; } @@ -99,7 +106,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { /* -------------------------------------------- */ /** @override */ - _updateObject(event, formData) { + async _updateObject(event, formData) { // Format NPC Challenge Rating const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; @@ -109,7 +116,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); // Parent ActorSheet update steps - super._updateObject(event, formData); + return super._updateObject(event, formData); } /* -------------------------------------------- */ diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js new file mode 100644 index 00000000..e27354d6 --- /dev/null +++ b/module/actor/sheets/newSheet/starship.js @@ -0,0 +1,155 @@ +import ActorSheet5e from "./base.js"; + +/** + * An Actor sheet for starships in the SW5E system. + * Extends the base ActorSheet5e class. + * @extends {ActorSheet5e} + */ +export default class ActorSheet5eStarship extends ActorSheet5e { + + /** @override */ + get template() { + if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; + return `systems/sw5e/templates/actors/newActor/starship.html`; + } + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["sw5e", "sheet", "actor", "starship"], + width: 800, + tabs: [{ + navSelector: ".root-tabs", + contentSelector: ".sheet-body", + initial: "attributes" + }], + }); + } + + /* -------------------------------------------- */ + + /** + * Organize Owned Items for rendering the starship sheet + * @private + */ + _prepareItems(data) { + + // Categorize Items as Features and Powers + const features = { + weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, + passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, + equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, + starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, + starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + }; + + // Start by classifying items into groups for rendering + let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => { + item.img = item.img || CONST.DEFAULT_TOKEN; + item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); + item.hasUses = item.data.uses && (item.data.uses.max > 0); + item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); + item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); + item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); + if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item); + else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item); + else arr[2].push(item); + return arr; + }, [[], [], []]); + + // Apply item filters + forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); + techpowers = this._filterItems(techpowers, this._filters.techPowerbook); + other = this._filterItems(other, this._filters.features); + + // Organize Powerbook +// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni"); +// const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); + + // Organize Features + for ( let item of other ) { + if ( item.type === "weapon" ) features.weapons.items.push(item); + else if ( item.type === "feat" ) { + if ( item.data.activation.type ) features.actions.items.push(item); + else features.passive.items.push(item); + } + else if ( item.type === "starshipfeature" ) { + features.starshipfeatures.items.push(item); + } + else if ( item.type === "starshipmod" ) { + features.starshipmods.items.push(item); + } + else features.equipment.items.push(item); + } + + // Assign and return + data.features = Object.values(features); +// data.forcePowerbook = forcePowerbook; +// data.techPowerbook = techPowerbook; + } + + + /* -------------------------------------------- */ + + /** @override */ + getData(options) { + const data = super.getData(options); + + // Add Size info + data.isTiny = data.actor.data.traits.size === "tiny"; + data.isSmall = data.actor.data.traits.size === "sm"; + data.isMedium = data.actor.data.traits.size === "med"; + data.isLarge = data.actor.data.traits.size === "lg"; + data.isHuge = data.actor.data.traits.size === "huge"; + data.isGargantuan = data.actor.data.traits.size === "grg"; + + // Challenge Rating + const cr = parseFloat(data.data.details.cr || 0); + const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; + data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; + return data; + } + + /* -------------------------------------------- */ + /* Object Updates */ + /* -------------------------------------------- */ + + /** @override */ + async _updateObject(event, formData) { + + // Format NPC Challenge Rating + const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; + let crv = "data.details.cr"; + let cr = formData[crv]; + cr = crs[cr] || parseFloat(cr); + if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); + + // Parent ActorSheet update steps + return super._updateObject(event, formData); + } + + /* -------------------------------------------- */ + /* Event Listeners and Handlers */ + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Handle rolling NPC health values using the provided formula + * @param {Event} event The original click event + * @private + */ + _onRollHPFormula(event) { + event.preventDefault(); + const formula = this.actor.data.data.attributes.hp.formula; + if ( !formula ) return; + const hp = new Roll(formula).roll().total; + AudioHelper.play({src: CONFIG.sounds.dice}); + this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); + } +} diff --git a/module/actor/sheets/newSheet/vehicle.js b/module/actor/sheets/newSheet/vehicle.js index cba36ebd..b5e28a1c 100644 --- a/module/actor/sheets/newSheet/vehicle.js +++ b/module/actor/sheets/newSheet/vehicle.js @@ -20,6 +20,12 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + static unsupportedItemTypes = new Set(["class"]); + + /* -------------------------------------------- */ + + /** * Creates a new cargo entry for a vehicle Actor. */ @@ -206,24 +212,39 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { } }; + // Classify items owned by the vehicle and compute total cargo weight let totalWeight = 0; for (const item of data.items) { this._prepareCrewedItem(item); - if (item.type === 'weapon') features.weapons.items.push(item); - else if (item.type === 'equipment') features.equipment.items.push(item); - else if (item.type === 'loot') { + + // Handle cargo explicitly + const isCargo = item.flags.sw5e?.vehicleCargo === true; + if ( isCargo ) { totalWeight += (item.data.weight || 0) * item.data.quantity; cargo.cargo.items.push(item); + continue; } - else if (item.type === 'feat') { - if (!item.data.activation.type || item.data.activation.type === 'none') { - features.passive.items.push(item); - } - else if (item.data.activation.type === 'reaction') features.reactions.items.push(item); - else features.actions.items.push(item); + + // Handle non-cargo item types + switch ( item.type ) { + case "weapon": + features.weapons.items.push(item); + break; + case "equipment": + features.equipment.items.push(item); + break; + case "feat": + if ( !item.data.activation.type || (item.data.activation.type === "none") ) features.passive.items.push(item); + else if (item.data.activation.type === 'reaction') features.reactions.items.push(item); + else features.actions.items.push(item); + break; + default: + totalWeight += (item.data.weight || 0) * item.data.quantity; + cargo.cargo.items.push(item); } } + // Update the rendering context data data.features = Object.values(features); data.cargo = Object.values(cargo); data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data); @@ -236,7 +257,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /** @override */ activateListeners(html) { super.activateListeners(html); - if (!this.options.editable) return; + if (!this.isEditable) return; html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find('.item-hp input') @@ -272,7 +293,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { const property = row.classList.contains('crew') ? 'crew' : 'passengers'; // Get the cargo entry - const cargo = duplicate(this.actor.data.data.cargo[property]); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]); const entry = cargo[idx]; if (!entry) return null; @@ -322,7 +343,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { const target = event.currentTarget; const type = target.dataset.type; if (type === 'crew' || type === 'passengers') { - const cargo = duplicate(this.actor.data.data.cargo[type]); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]); cargo.push(this.constructor.newCargo); return this.actor.update({[`data.cargo.${type}`]: cargo}); } @@ -343,7 +364,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { if (row.classList.contains('cargo-row')) { const idx = Number(row.dataset.itemId); const type = row.classList.contains('crew') ? 'crew' : 'passengers'; - const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); return this.actor.update({[`data.cargo.${type}`]: cargo}); } @@ -352,6 +373,16 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + async _onDropItemCreate(itemData) { + const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"]; + const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo"); + foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo); + return super._onDropItemCreate(itemData); + } + + /* -------------------------------------------- */ + /** * Special handling for editing HP to clamp it within appropriate range. * @param event {Event} diff --git a/module/actor/sheets/oldSheets/base.js b/module/actor/sheets/oldSheets/base.js index c97dd95a..f0a7a83b 100644 --- a/module/actor/sheets/oldSheets/base.js +++ b/module/actor/sheets/oldSheets/base.js @@ -1,8 +1,10 @@ import Item5e from "../../../item/entity.js"; import TraitSelector from "../../../apps/trait-selector.js"; import ActorSheetFlags from "../../../apps/actor-flags.js"; +import ActorHitDiceConfig from "../../../apps/hit-dice-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js"; +import ActorTypeConfig from "../../../apps/actor-type.js"; import {SW5E} from '../../../config.js'; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; @@ -44,6 +46,15 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * A set of item types that should be prevented from being dropped on this type of actor sheet. + * @type {Set} + */ + static unsupportedItemTypes = new Set(); + + /* -------------------------------------------- */ + + /** @override */ get template() { if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html"; @@ -53,43 +64,51 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** @override */ - getData() { + getData(options) { // Basic data - let isOwner = this.entity.owner; + let isOwner = this.actor.isOwner; const data = { owner: isOwner, - limited: this.entity.limited, + limited: this.actor.limited, options: this.options, editable: this.isEditable, cssClass: isOwner ? "editable" : "locked", - isCharacter: this.entity.data.type === "character", - isNPC: this.entity.data.type === "npc", - isVehicle: this.entity.data.type === 'vehicle', + isCharacter: this.actor.type === "character", + isNPC: this.actor.type === "npc", + isStarship: this.actor.type === "starship", + isVehicle: this.actor.type === 'vehicle', config: CONFIG.SW5E, + rollData: this.actor.getRollData.bind(this.actor) }; - // The Actor and its Items - data.actor = duplicate(this.actor.data); - data.items = this.actor.items.map(i => { - i.data.labels = i.labels; - return i.data; - }); + // The Actor's data + const actorData = this.actor.data.toObject(false); + data.actor = actorData; + data.data = actorData.data; + + // Owned Items + data.items = actorData.items; + for ( let i of data.items ) { + const item = this.actor.items.get(i._id); + i.labels = item.labels; + } data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0)); - data.data = data.actor.data; + + // Labels and filters data.labels = this.actor.labels || {}; data.filters = this._filters; // Ability Scores - for ( let [a, abl] of Object.entries(data.actor.data.abilities)) { + for ( let [a, abl] of Object.entries(actorData.data.abilities)) { abl.icon = this._getProficiencyIcon(abl.proficient); abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.label = CONFIG.SW5E.abilities[a]; } // Skills - if (data.actor.data.skills) { - for ( let [s, skl] of Object.entries(data.actor.data.skills)) { + if (actorData.data.skills) { + for ( let [s, skl] of Object.entries(actorData.data.skills)) { skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.icon = this._getProficiencyIcon(skl.value); skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; @@ -98,19 +117,19 @@ export default class ActorSheet5e extends ActorSheet { } // Movement speeds - data.movement = this._getMovementSpeed(data.actor); + data.movement = this._getMovementSpeed(actorData); // Senses - data.senses = this._getSenses(data.actor); + data.senses = this._getSenses(actorData); // Update traits - this._prepareTraits(data.actor.data.traits); + this._prepareTraits(actorData.data.traits); // Prepare owned items this._prepareItems(data); // Prepare active effects - data.effects = prepareActiveEffectCategories(this.entity.effects); + data.effects = prepareActiveEffectCategories(this.actor.effects); // Return data to the sheet return data @@ -221,7 +240,7 @@ export default class ActorSheet5e extends ActorSheet { * @private */ _preparePowerbook(data, powers) { - const owner = this.actor.owner; + const owner = this.actor.isOwner; const levels = data.data.powers; const powerbook = {}; @@ -274,11 +293,14 @@ export default class ActorSheet5e extends ActorSheet { } // Pact magic users have cantrips and a pact magic section + // TODO: Check if this is needed, we've removed pacts everywhere else if ( levels.pact && levels.pact.max ) { if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); const l = levels.pact; const config = CONFIG.SW5E.powerPreparationModes.pact; - registerSection("pact", sections.pact, config, { + const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`); + const label = `${config} — ${level}`; + registerSection("pact", sections.pact, label, { prepMode: "pact", value: l.value, max: l.max, @@ -381,10 +403,7 @@ export default class ActorSheet5e extends ActorSheet { /* Event Listeners and Handlers /* -------------------------------------------- */ - /** - * Activate event listeners using the prepared sheet HTML - * @param html {HTML} The prepared HTML object ready to be rendered into the DOM - */ + /** @inheritdoc */ activateListeners(html) { // Activate Item Filters @@ -395,6 +414,9 @@ export default class ActorSheet5e extends ActorSheet { // Item summaries html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event)); + // View Item Sheets + html.find('.item-edit').click(this._onItemEdit.bind(this)); + // Editable Only Listeners if ( this.isEditable ) { @@ -417,17 +439,16 @@ export default class ActorSheet5e extends ActorSheet { // Owned Item management html.find('.item-create').click(this._onItemCreate.bind(this)); - html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); // Active Effect management - html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); + html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor)); } // Owner Only Listeners - if ( this.actor.owner ) { + if ( this.actor.isOwner ) { // Ability Checks html.find('.ability-name').click(this._onRollAbilityTest.bind(this)); @@ -494,17 +515,25 @@ export default class ActorSheet5e extends ActorSheet { _onConfigMenu(event) { event.preventDefault(); const button = event.currentTarget; + let app; switch ( button.dataset.action ) { + case "hit-dice": + app = new ActorHitDiceConfig(this.object); + break; case "movement": - new ActorMovementConfig(this.object).render(true); + app = new ActorMovementConfig(this.object); break; case "flags": - new ActorSheetFlags(this.object).render(true); + app = new ActorSheetFlags(this.object); break; case "senses": - new ActorSensesConfig(this.object).render(true); + app = new ActorSensesConfig(this.object); + break; + case "type": + new ActorTypeConfig(this.object).render(true); break; } + app?.render(true); } /* -------------------------------------------- */ @@ -538,7 +567,7 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ async _onDropActor(event, data) { - const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing')); + const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing')); if ( !canPolymorph ) return false; // Get the target actor @@ -613,15 +642,41 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ async _onDropItemCreate(itemData) { + // Check to make sure items of this type are allowed on this actor + if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) { + return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", { + itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]), + actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type]) + })); + } + // Create a Consumable power scroll on the Inventory tab + // TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) { const scroll = await Item5e.createScrollFromPower(itemData); itemData = scroll.data; } - // Ignore certain statuses if ( itemData.data ) { - ["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]); + // Ignore certain statuses + ["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]); + + // Downgrade ATTUNED to REQUIRED + itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED); + } + + // Stack identical consumables + if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) { + const similarItem = this.actor.items.find(i => { + const sourceId = i.getFlag("core", "sourceId"); + return sourceId && (sourceId === itemData.flags.core?.sourceId) && + (i.type === "consumable"); + }); + if ( similarItem ) { + return similarItem.update({ + 'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1) + }); + } } // Create the owned item as normal @@ -662,7 +717,7 @@ export default class ActorSheet5e extends ActorSheet { async _onUsesChange(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); event.target.value = uses; return item.update({ 'data.uses.value': uses }); @@ -677,7 +732,7 @@ export default class ActorSheet5e extends ActorSheet { _onItemRoll(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); return item.roll(); } @@ -691,7 +746,7 @@ export default class ActorSheet5e extends ActorSheet { _onItemRecharge(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); return item.rollRecharge(); }; @@ -704,8 +759,8 @@ export default class ActorSheet5e extends ActorSheet { _onItemSummary(event) { event.preventDefault(); let li = $(event.currentTarget).parents(".item"), - item = this.actor.getOwnedItem(li.data("item-id")), - chatData = item.getChatData({secrets: this.actor.owner}); + item = this.actor.items.get(li.data("item-id")), + chatData = item.getChatData({secrets: this.actor.isOwner}); // Toggle summary if ( li.hasClass("expanded") ) { @@ -734,12 +789,12 @@ export default class ActorSheet5e extends ActorSheet { const header = event.currentTarget; const type = header.dataset.type; const itemData = { - name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}), + name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}), type: type, - data: duplicate(header.dataset) + data: foundry.utils.deepClone(header.dataset) }; delete itemData.data["type"]; - return this.actor.createEmbeddedEntity("OwnedItem", itemData); + return this.actor.createEmbeddedDocuments("Item", [itemData]); } /* -------------------------------------------- */ @@ -752,8 +807,8 @@ export default class ActorSheet5e extends ActorSheet { _onItemEdit(event) { event.preventDefault(); const li = event.currentTarget.closest(".item"); - const item = this.actor.getOwnedItem(li.dataset.itemId); - item.sheet.render(true); + const item = this.actor.items.get(li.dataset.itemId); + return item.sheet.render(true); } /* -------------------------------------------- */ @@ -766,7 +821,8 @@ export default class ActorSheet5e extends ActorSheet { _onItemDelete(event) { event.preventDefault(); const li = event.currentTarget.closest(".item"); - this.actor.deleteOwnedItem(li.dataset.itemId); + const item = this.actor.items.get(li.dataset.itemId); + if ( item ) return item.delete(); } /* -------------------------------------------- */ @@ -779,7 +835,7 @@ export default class ActorSheet5e extends ActorSheet { _onRollAbilityTest(event) { event.preventDefault(); let ability = event.currentTarget.parentElement.dataset.ability; - this.actor.rollAbility(ability, {event: event}); + return this.actor.rollAbility(ability, {event: event}); } /* -------------------------------------------- */ @@ -792,7 +848,7 @@ export default class ActorSheet5e extends ActorSheet { _onRollSkillCheck(event) { event.preventDefault(); const skill = event.currentTarget.parentElement.dataset.skill; - this.actor.rollSkill(skill, {event: event}); + return this.actor.rollSkill(skill, {event: event}); } /* -------------------------------------------- */ @@ -805,7 +861,7 @@ export default class ActorSheet5e extends ActorSheet { _onToggleAbilityProficiency(event) { event.preventDefault(); const field = event.currentTarget.previousElementSibling; - this.actor.update({[field.name]: 1 - parseInt(field.value)}); + return this.actor.update({[field.name]: 1 - parseInt(field.value)}); } /* -------------------------------------------- */ @@ -822,7 +878,7 @@ export default class ActorSheet5e extends ActorSheet { const filter = li.dataset.filter; if ( set.has(filter) ) set.delete(filter); else set.add(filter); - this.render(); + return this.render(); } /* -------------------------------------------- */ @@ -838,7 +894,7 @@ export default class ActorSheet5e extends ActorSheet { const label = a.parentElement.querySelector("label"); const choices = CONFIG.SW5E[a.dataset.options]; const options = { name: a.dataset.target, title: label.innerText, choices }; - new TraitSelector(this.actor, options).render(true) + return new TraitSelector(this.actor, options).render(true) } /* -------------------------------------------- */ @@ -846,15 +902,14 @@ export default class ActorSheet5e extends ActorSheet { /** @override */ _getHeaderButtons() { let buttons = super._getHeaderButtons(); - - // Add button to revert polymorph - if ( !this.actor.isPolymorphed || this.actor.isToken ) return buttons; - buttons.unshift({ - label: 'SW5E.PolymorphRestoreTransformation', - class: "restore-transformation", - icon: "fas fa-backward", - onclick: ev => this.actor.revertOriginalForm() - }); + if ( this.actor.isPolymorphed ) { + buttons.unshift({ + label: 'SW5E.PolymorphRestoreTransformation', + class: "restore-transformation", + icon: "fas fa-backward", + onclick: () => this.actor.revertOriginalForm() + }); + } return buttons; } } \ No newline at end of file diff --git a/module/actor/sheets/oldSheets/character.js b/module/actor/sheets/oldSheets/character.js index dc28b205..dd82ecfe 100644 --- a/module/actor/sheets/oldSheets/character.js +++ b/module/actor/sheets/oldSheets/character.js @@ -76,7 +76,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { // Item details - item.img = item.img || DEFAULT_TOKEN; + item.img = item.img || CONST.DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.attunement = { [CONFIG.SW5E.attunementTypes.REQUIRED]: { @@ -100,6 +100,9 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { // Item toggle state this._prepareItemToggleState(item); + // Primary Class + if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass ); + // Classify items into types if ( item.type === "power" ) arr[1].push(item); else if ( item.type === "feat" ) arr[2].push(item); @@ -151,7 +154,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { if ( f.data.activation.type ) features.active.items.push(f); else features.passive.items.push(f); } - classes.sort((a, b) => b.levels - a.levels); + classes.sort((a, b) => b.data.levels - a.data.levels); features.classes.items = classes; features.classfeatures.items = classfeatures; features.archetype.items = archetypes; @@ -198,11 +201,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { /** * Activate event listeners using the prepared sheet HTML - * @param html {HTML} The prepared HTML object ready to be rendered into the DOM + * @param html {jQuery} The prepared HTML object ready to be rendered into the DOM */ activateListeners(html) { super.activateListeners(html); - if ( !this.options.editable ) return; + if ( !this.isEditable ) return; // Item State Toggling html.find('.item-toggle').click(this._onToggleItem.bind(this)); @@ -243,7 +246,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { _onToggleItem(event) { event.preventDefault(); const itemId = event.currentTarget.closest(".item").dataset.itemId; - const item = this.actor.getOwnedItem(itemId); + const item = this.actor.items.get(itemId); const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped"; return item.update({[attr]: !getProperty(item.data, attr)}); } @@ -293,6 +296,6 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { } // Default drop handling if levels were not added - super._onDropItemCreate(itemData); + return super._onDropItemCreate(itemData); } -} \ No newline at end of file +} diff --git a/module/actor/sheets/oldSheets/npc.js b/module/actor/sheets/oldSheets/npc.js index 366dc65e..12e85b1f 100644 --- a/module/actor/sheets/oldSheets/npc.js +++ b/module/actor/sheets/oldSheets/npc.js @@ -18,6 +18,11 @@ export default class ActorSheet5eNPC extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + static unsupportedItemTypes = new Set(["class"]); + + /* -------------------------------------------- */ + /** * Organize Owned Items for rendering the NPC sheet * @private @@ -34,7 +39,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e { // Start by classifying items into groups for rendering let [powers, other] = data.items.reduce((arr, item) => { - item.img = item.img || DEFAULT_TOKEN; + item.img = item.img || CONST.DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.hasUses = item.data.uses && (item.data.uses.max > 0); item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); @@ -70,14 +75,17 @@ export default class ActorSheet5eNPC extends ActorSheet5e { /* -------------------------------------------- */ - /** @override */ - getData() { - const data = super.getData(); + /** @inheritdoc */ + getData(options) { + const data = super.getData(options); // Challenge Rating const cr = parseFloat(data.data.details.cr || 0); const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; + + // Creature Type + data.labels["type"] = this.actor.labels.creatureType; return data; } @@ -86,7 +94,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e { /* -------------------------------------------- */ /** @override */ - _updateObject(event, formData) { + async _updateObject(event, formData) { // Format NPC Challenge Rating const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; @@ -96,7 +104,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e { if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); // Parent ActorSheet update steps - super._updateObject(event, formData); + return super._updateObject(event, formData); } /* -------------------------------------------- */ diff --git a/module/actor/sheets/oldSheets/vehicle.js b/module/actor/sheets/oldSheets/vehicle.js index cba36ebd..b6ec2fc8 100644 --- a/module/actor/sheets/oldSheets/vehicle.js +++ b/module/actor/sheets/oldSheets/vehicle.js @@ -20,6 +20,12 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + static unsupportedItemTypes = new Set(["class"]); + + /* -------------------------------------------- */ + + /** * Creates a new cargo entry for a vehicle Actor. */ @@ -206,24 +212,39 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { } }; + // Classify items owned by the vehicle and compute total cargo weight let totalWeight = 0; for (const item of data.items) { this._prepareCrewedItem(item); - if (item.type === 'weapon') features.weapons.items.push(item); - else if (item.type === 'equipment') features.equipment.items.push(item); - else if (item.type === 'loot') { + + // Handle cargo explicitly + const isCargo = item.flags.sw5e?.vehicleCargo === true; + if ( isCargo ) { totalWeight += (item.data.weight || 0) * item.data.quantity; cargo.cargo.items.push(item); + continue; } - else if (item.type === 'feat') { - if (!item.data.activation.type || item.data.activation.type === 'none') { - features.passive.items.push(item); - } - else if (item.data.activation.type === 'reaction') features.reactions.items.push(item); - else features.actions.items.push(item); + + // Handle non-cargo item types + switch ( item.type ) { + case "weapon": + features.weapons.items.push(item); + break; + case "equipment": + features.equipment.items.push(item); + break; + case "feat": + if (!item.data.activation.type || (item.data.activation.type === "none")) features.passive.items.push(item); + else if (item.data.activation.type === 'reaction') features.reactions.items.push(item); + else features.actions.items.push(item); + break; + default: + totalWeight += (item.data.weight || 0) * item.data.quantity; + cargo.cargo.items.push(item); } } + // Update the rendering context data data.features = Object.values(features); data.cargo = Object.values(cargo); data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data); @@ -236,7 +257,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /** @override */ activateListeners(html) { super.activateListeners(html); - if (!this.options.editable) return; + if (!this.isEditable) return; html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find('.item-hp input') @@ -272,7 +293,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { const property = row.classList.contains('crew') ? 'crew' : 'passengers'; // Get the cargo entry - const cargo = duplicate(this.actor.data.data.cargo[property]); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]); const entry = cargo[idx]; if (!entry) return null; @@ -322,7 +343,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { const target = event.currentTarget; const type = target.dataset.type; if (type === 'crew' || type === 'passengers') { - const cargo = duplicate(this.actor.data.data.cargo[type]); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]); cargo.push(this.constructor.newCargo); return this.actor.update({[`data.cargo.${type}`]: cargo}); } @@ -343,7 +364,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { if (row.classList.contains('cargo-row')) { const idx = Number(row.dataset.itemId); const type = row.classList.contains('crew') ? 'crew' : 'passengers'; - const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); + const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); return this.actor.update({[`data.cargo.${type}`]: cargo}); } @@ -352,6 +373,16 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + async _onDropItemCreate(itemData) { + const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"]; + const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo"); + foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo); + return super._onDropItemCreate(itemData); + } + + /* -------------------------------------------- */ + /** * Special handling for editing HP to clamp it within appropriate range. * @param event {Event} diff --git a/module/apps/ability-use-dialog.js b/module/apps/ability-use-dialog.js index bcbc9b25..4b92b14d 100644 --- a/module/apps/ability-use-dialog.js +++ b/module/apps/ability-use-dialog.js @@ -39,12 +39,12 @@ export default class AbilityUseDialog extends Dialog { // Prepare dialog form data const data = { item: item.data, - title: game.i18n.format("SW5E.AbilityUseHint", item.data), + title: game.i18n.format("SW5E.AbilityUseHint", {type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), name: item.name}), note: this._getAbilityUseNote(item.data, uses, recharge), consumePowerSlot: false, consumeRecharge: recharges, consumeResource: !!itemData.consume.target, - consumeUses: uses.max, + consumeUses: uses.per && (uses.max > 0), canUse: recharges ? recharge.charged : sufficientUses, createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, errors: [] @@ -59,7 +59,7 @@ export default class AbilityUseDialog extends Dialog { const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use")); return new Promise((resolve) => { const dlg = new this(item, { - title: `${item.name}: Usage Configuration`, + title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`, content: html, buttons: { use: { @@ -169,7 +169,7 @@ export default class AbilityUseDialog extends Dialog { })); // Merge power casting data - return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); + return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); } /* -------------------------------------------- */ @@ -187,7 +187,7 @@ export default class AbilityUseDialog extends Dialog { // Abilities which use Recharge if ( !!recharge.value ) { return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", { - type: item.type, + type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), }) } @@ -201,7 +201,7 @@ export default class AbilityUseDialog extends Dialog { else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint"; else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint"; return game.i18n.format(str, { - type: item.data.consumableType, + type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`), value: uses.value, quantity: item.data.quantity, max: uses.max, @@ -212,17 +212,11 @@ export default class AbilityUseDialog extends Dialog { // Other Items else { return game.i18n.format("SW5E.AbilityUseNormalHint", { - type: item.type, + type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), value: uses.value, max: uses.max, per: CONFIG.SW5E.limitedUsePeriods[uses.per] }); } } - - /* -------------------------------------------- */ - - static _handleSubmit(formData, item) { - - } } diff --git a/module/apps/actor-flags.js b/module/apps/actor-flags.js index 86293dab..cb3a816c 100644 --- a/module/apps/actor-flags.js +++ b/module/apps/actor-flags.js @@ -1,11 +1,10 @@ /** * An application class which provides advanced configuration for special character flags which modify an Actor - * @implements {BaseEntitySheet} + * @implements {DocumentSheet} */ -export default class ActorSheetFlags extends BaseEntitySheet { +export default class ActorSheetFlags extends DocumentSheet { static get defaultOptions() { - const options = super.defaultOptions; - return mergeObject(options, { + return foundry.utils.mergeObject(super.defaultOptions, { id: "actor-flags", classes: ["sw5e"], template: "systems/sw5e/templates/apps/actor-flags.html", @@ -27,6 +26,7 @@ export default class ActorSheetFlags extends BaseEntitySheet { getData() { const data = {}; data.actor = this.object; + data.classes = this._getClasses(); data.flags = this._getFlags(); data.bonuses = this._getBonuses(); return data; @@ -34,17 +34,33 @@ export default class ActorSheetFlags extends BaseEntitySheet { /* -------------------------------------------- */ + /** + * Prepare an object of sorted classes. + * @return {object} + * @private + */ + _getClasses() { + const classes = this.object.items.filter(i => i.type === "class"); + return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => { + obj[i.id] = i.name; + return obj; + }, {}); + } + + /* -------------------------------------------- */ + /** * Prepare an object of flags data which groups flags by section * Add some additional data for rendering * @return {object} + * @private */ _getFlags() { const flags = {}; - const baseData = this.entity._data; + const baseData = this.document.toJSON(); for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) { if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {}; - let flag = duplicate(v); + let flag = foundry.utils.deepClone(v); flag.type = v.type.name; flag.isCheckbox = v.type === Boolean; flag.isSelect = v.hasOwnProperty('choices'); diff --git a/module/apps/actor-type.js b/module/apps/actor-type.js new file mode 100644 index 00000000..ad56e72b --- /dev/null +++ b/module/apps/actor-type.js @@ -0,0 +1,110 @@ +import Actor5e from "../actor/entity.js"; + +/** + * A specialized form used to select from a checklist of attributes, traits, or properties + * @extends {FormApplication} + */ +export default class ActorTypeConfig extends FormApplication { + + /** @inheritdoc */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ["sw5e", "actor-type", "trait-selector"], + template: "systems/sw5e/templates/apps/actor-type.html", + title: "SW5E.CreatureTypeTitle", + width: 280, + height: "auto", + choices: {}, + allowCustom: true, + minimum: 0, + maximum: null + }); + } + + /* -------------------------------------------- */ + + /** @override */ + get id() { + return `actor-type-${this.object.id}`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData(options) { + + // Get current value or new default + let attr = foundry.utils.getProperty(this.object.data.data, 'details.type'); + if ( foundry.utils.getType(attr) !== "Object" ) attr = { + value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid", + subtype: "", + swarm: "", + custom: "" + }; + + // Populate choices + const types = {}; + for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) { + types[k] = { + label: game.i18n.localize(v), + chosen: attr.value === k + } + } + + // Return data for rendering + return { + types: types, + custom: { + value: attr.custom, + label: game.i18n.localize("SW5E.CreatureTypeSelectorCustom"), + chosen: attr.value === "custom" + }, + subtype: attr.subtype, + swarm: attr.swarm, + sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => { + obj[e[0]] = e[1]; + return obj; + }, {}), + preview: Actor5e.formatCreatureType(attr) || "–" + } + } + + /* -------------------------------------------- */ + + /** @override */ + async _updateObject(event, formData) { + const typeObject = foundry.utils.expandObject(formData); + return this.object.update({ 'data.details.type': typeObject }); + } + + /* -------------------------------------------- */ + /* Event Listeners and Handlers */ + /* -------------------------------------------- */ + + /** @inheritdoc */ + activateListeners(html) { + super.activateListeners(html); + html.find("input[name='custom']").focusin(this._onCustomFieldFocused.bind(this)); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + _onChangeInput(event) { + super._onChangeInput(event); + const typeObject = foundry.utils.expandObject(this._getSubmitData()); + this.form["preview"].value = Actor5e.formatCreatureType(typeObject) || "—"; + } + + /* -------------------------------------------- */ + + /** + * Select the custom radio button when the custom text field is focused. + * @param {FocusEvent} event The original focusin event + * @private + */ + _onCustomFieldFocused(event) { + this.form.querySelector("input[name='value'][value='custom']").checked = true; + this._onChangeInput(event); + } +} diff --git a/module/apps/hit-dice-config.js b/module/apps/hit-dice-config.js new file mode 100644 index 00000000..d36d6bc2 --- /dev/null +++ b/module/apps/hit-dice-config.js @@ -0,0 +1,91 @@ +/** + * A simple form to set actor hit dice amounts + * @implements {DocumentSheet} + */ +export default class ActorHitDiceConfig extends DocumentSheet { + + /** @override */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ["sw5e", "hd-config", "dialog"], + template: "systems/sw5e/templates/apps/hit-dice-config.html", + width: 360, + height: "auto" + }); + } + + /* -------------------------------------------- */ + + /** @override */ + get title() { + return `${game.i18n.localize("SW5E.HitDiceConfig")}: ${this.object.name}`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData(options) { + return { + classes: this.object.items.reduce((classes, item) => { + if (item.data.type === "class") { + // Add the appropriate data only if this item is a "class" + classes.push({ + classItemId: item.data._id, + name: item.data.name, + diceDenom: item.data.data.hitDice, + currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed, + maxHitDice: item.data.data.levels, + canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0 + }); + } + return classes; + }, []).sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1))) + }; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Hook up -/+ buttons to adjust the current value in the form + html.find("button.increment,button.decrement").click(event => { + const button = event.currentTarget; + const current = button.parentElement.querySelector(".current"); + const max = button.parentElement.querySelector(".max"); + const direction = button.classList.contains("increment") ? 1 : -1; + current.value = Math.clamped(parseInt(current.value) + direction, 0, parseInt(max.value)); + }); + + html.find("button.roll-hd").click(this._onRollHitDie.bind(this)); + } + + /* -------------------------------------------- */ + + /** @override */ + async _updateObject(event, formData) { + const actorItems = this.object.items; + const classUpdates = Object.entries(formData).map(([id, hd]) => ({ + _id: id, + "data.hitDiceUsed": actorItems.get(id).data.data.levels - hd, + })); + return this.object.updateEmbeddedDocuments("Item", classUpdates); + } + + /* -------------------------------------------- */ + + /** + * Rolls the hit die corresponding with the class row containing the event's target button. + * @param {MouseEvent} event + * @private + */ + async _onRollHitDie(event) { + event.preventDefault(); + const button = event.currentTarget; + await this.object.rollHitDie(button.dataset.hdDenom); + + // Re-render dialog to reflect changed hit dice quantities + this.render(); + } +} diff --git a/module/apps/long-rest.js b/module/apps/long-rest.js index ce7e90d4..3e57cea7 100644 --- a/module/apps/long-rest.js +++ b/module/apps/long-rest.js @@ -40,23 +40,21 @@ export default class LongRestDialog extends Dialog { static async longRestDialog({ actor } = {}) { return new Promise((resolve, reject) => { const dlg = new this(actor, { - title: "Long Rest", + title: game.i18n.localize("SW5E.LongRest"), buttons: { rest: { icon: '', - label: "Rest", + label: game.i18n.localize("SW5E.Rest"), callback: html => { - let newDay = false; - if (game.settings.get("sw5e", "restVariant") === "normal") + let newDay = true; + if (game.settings.get("sw5e", "restVariant") !== "gritty") newDay = html.find('input[name="newDay"]')[0].checked; - else if(game.settings.get("sw5e", "restVariant") === "gritty") - newDay = true; resolve(newDay); } }, cancel: { icon: '', - label: "Cancel", + label: game.i18n.localize("Cancel"), callback: reject } }, diff --git a/module/apps/movement-config.js b/module/apps/movement-config.js index a57de39c..c507965d 100644 --- a/module/apps/movement-config.js +++ b/module/apps/movement-config.js @@ -1,12 +1,12 @@ /** * A simple form to set actor movement speeds - * @implements {BaseEntitySheet} + * @extends {DocumentSheet} */ -export default class ActorMovementConfig extends BaseEntitySheet { +export default class ActorMovementConfig extends DocumentSheet { /** @override */ static get defaultOptions() { - return mergeObject(super.defaultOptions, { + return foundry.utils.mergeObject(super.defaultOptions, { classes: ["sw5e"], template: "systems/sw5e/templates/apps/movement-config.html", width: 300, @@ -18,17 +18,18 @@ export default class ActorMovementConfig extends BaseEntitySheet { /** @override */ get title() { - return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`; + return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`; } /* -------------------------------------------- */ /** @override */ getData(options) { + const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {}; const data = { - movement: duplicate(this.entity._data.data.attributes.movement), + movement: foundry.utils.deepClone(sourceMovement), units: CONFIG.SW5E.movementUnits - } + }; for ( let [k, v] of Object.entries(data.movement) ) { if ( ["units", "hover"].includes(k) ) continue; data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0; diff --git a/module/apps/select-items-prompt.js b/module/apps/select-items-prompt.js new file mode 100644 index 00000000..0eac6497 --- /dev/null +++ b/module/apps/select-items-prompt.js @@ -0,0 +1,68 @@ +/** + * A Dialog to prompt the user to select from a list of items. + * @type {Dialog} + */ +export default class SelectItemsPrompt extends Dialog { + constructor(items, dialogData={}, options={}) { + super(dialogData, options); + this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"]; + + /** + * Store a reference to the Item entities being used + * @type {Array} + */ + this.items = items; + } + + activateListeners(html) { + super.activateListeners(html); + + // render the item's sheet if its image is clicked + html.on('click', '.item-image', (event) => { + const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId); + + item?.sheet.render(true); + }) + } + + /** + * A constructor function which displays the AddItemPrompt app for a given Actor and Item set. + * Returns a Promise which resolves to the dialog FormData once the workflow has been completed. + * @param {Array} items + * @param {Object} options + * @param {string} options.hint - Localized hint to display at the top of the prompt + * @return {Promise} - list of item ids which the user has selected + */ + static async create(items, { + hint + }) { + // Render the ability usage template + const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint}); + + return new Promise((resolve) => { + const dlg = new this(items, { + title: game.i18n.localize('SW5E.SelectItemsPromptTitle'), + content: html, + buttons: { + apply: { + icon: ``, + label: game.i18n.localize('SW5E.Apply'), + callback: html => { + const fd = new FormDataExtended(html[0].querySelector("form")).toObject(); + const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]); + resolve(selectedIds); + } + }, + cancel: { + icon: '', + label: game.i18n.localize('SW5E.Skip'), + callback: () => resolve([]) + } + }, + default: "apply", + close: () => resolve([]) + }); + dlg.render(true); + }); + } +} diff --git a/module/apps/senses-config.js b/module/apps/senses-config.js index 71f99bf1..707ca7fb 100644 --- a/module/apps/senses-config.js +++ b/module/apps/senses-config.js @@ -1,12 +1,12 @@ /** - * A simple form to set actor movement speeds - * @implements {BaseEntitySheet} + * A simple form to set Actor movement speeds. + * @extends {DocumentSheet} */ -export default class ActorSensesConfig extends BaseEntitySheet { +export default class ActorSensesConfig extends DocumentSheet { - /** @override */ + /** @inheritdoc */ static get defaultOptions() { - return mergeObject(super.defaultOptions, { + return foundry.utils.mergeObject(super.defaultOptions, { classes: ["sw5e"], template: "systems/sw5e/templates/apps/senses-config.html", width: 300, @@ -16,16 +16,16 @@ export default class ActorSensesConfig extends BaseEntitySheet { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ get title() { - return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`; + return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`; } /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ getData(options) { - const senses = this.entity._data.data.attributes?.senses ?? {}; + const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {}; const data = { senses: {}, special: senses.special ?? "", diff --git a/module/apps/short-rest.js b/module/apps/short-rest.js index 6791cbac..22a186ab 100644 --- a/module/apps/short-rest.js +++ b/module/apps/short-rest.js @@ -40,7 +40,7 @@ export default class ShortRestDialog extends Dialog { // Determine Hit Dice data.availableHD = this.actor.data.items.reduce((hd, item) => { if ( item.type === "class" ) { - const d = item.data; + const d = item.data.data; const denom = d.hitDice || "d6"; const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0); hd[denom] = denom in hd ? hd[denom] + available : available; @@ -93,11 +93,11 @@ export default class ShortRestDialog extends Dialog { static async shortRestDialog({actor}={}) { return new Promise((resolve, reject) => { const dlg = new this(actor, { - title: "Short Rest", + title: game.i18n.localize("SW5E.ShortRest"), buttons: { rest: { icon: '', - label: "Rest", + label: game.i18n.localize("SW5E.Rest"), callback: html => { let newDay = false; if (game.settings.get("sw5e", "restVariant") === "gritty") @@ -107,7 +107,7 @@ export default class ShortRestDialog extends Dialog { }, cancel: { icon: '', - label: "Cancel", + label: game.i18n.localize("Cancel"), callback: reject } }, diff --git a/module/apps/trait-selector.js b/module/apps/trait-selector.js index 5e63d63d..ef3c82c1 100644 --- a/module/apps/trait-selector.js +++ b/module/apps/trait-selector.js @@ -1,14 +1,14 @@ /** * A specialized form used to select from a checklist of attributes, traits, or properties - * @implements {FormApplication} + * @extends {DocumentSheet} */ -export default class TraitSelector extends FormApplication { +export default class TraitSelector extends DocumentSheet { - /** @override */ - static get defaultOptions() { - return mergeObject(super.defaultOptions, { - id: "trait-selector", - classes: ["sw5e"], + /** @inheritdoc */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + id: "trait-selector", + classes: ["sw5e", "trait-selector", "subconfig"], title: "Actor Trait Selection", template: "systems/sw5e/templates/apps/trait-selector.html", width: 320, @@ -16,7 +16,9 @@ export default class TraitSelector extends FormApplication { choices: {}, allowCustom: true, minimum: 0, - maximum: null + maximum: null, + valueKey: "value", + customKey: "custom" }); } @@ -24,7 +26,7 @@ export default class TraitSelector extends FormApplication { /** * Return a reference to the target attribute - * @type {String} + * @type {string} */ get attribute() { return this.options.name; @@ -34,52 +36,50 @@ export default class TraitSelector extends FormApplication { /** @override */ getData() { - - // Get current values - let attr = getProperty(this.object._data, this.attribute); - if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""}; + const attr = foundry.utils.getProperty(this.object.data, this.attribute); + const o = this.options; + const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr; + const custom = (o.customKey) ? attr[o.customKey] ?? "" : ""; // Populate choices - const choices = duplicate(this.options.choices); - for ( let [k, v] of Object.entries(choices) ) { - choices[k] = { - label: v, - chosen: attr ? attr.value.includes(k) : false - } - } + const choices = Object.entries(o.choices).reduce((obj, e) => { + let [k, v] = e; + obj[k] = { label: v, chosen: attr ? value.includes(k) : false }; + return obj; + }, {}) // Return data return { - allowCustom: this.options.allowCustom, - choices: choices, - custom: attr ? attr.custom : "" + allowCustom: o.allowCustom, + choices: choices, + custom: custom } } /* -------------------------------------------- */ /** @override */ - _updateObject(event, formData) { - const updateData = {}; + async _updateObject(event, formData) { + const o = this.options; // Obtain choices const chosen = []; for ( let [k, v] of Object.entries(formData) ) { if ( (k !== "custom") && v ) chosen.push(k); } - updateData[`${this.attribute}.value`] = chosen; + + // Object including custom data + const updateData = {}; + if ( o.valueKey ) updateData[`${this.attribute}.${o.valueKey}`] = chosen; + else updateData[this.attribute] = chosen; + if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom; // Validate the number chosen - if ( this.options.minimum && (chosen.length < this.options.minimum) ) { - return ui.notifications.error(`You must choose at least ${this.options.minimum} options`); + if ( o.minimum && (chosen.length < o.minimum) ) { + return ui.notifications.error(`You must choose at least ${o.minimum} options`); } - if ( this.options.maximum && (chosen.length > this.options.maximum) ) { - return ui.notifications.error(`You may choose no more than ${this.options.maximum} options`); - } - - // Include custom - if ( this.options.allowCustom ) { - updateData[`${this.attribute}.custom`] = formData.custom; + if ( o.maximum && (chosen.length > o.maximum) ) { + return ui.notifications.error(`You may choose no more than ${o.maximum} options`); } // Update the object diff --git a/module/canvas.js b/module/canvas.js index 1767d4d8..622e2a30 100644 --- a/module/canvas.js +++ b/module/canvas.js @@ -35,20 +35,4 @@ export const measureDistances = function(segments, options={}) { // Standard PHB Movement else return (ns + nd) * canvas.scene.data.gridDistance; }); -}; - -/* -------------------------------------------- */ - -/** - * Hijack Token health bar rendering to include temporary and temp-max health in the bar display - * TODO: This should probably be replaced with a formal Token class extension - */ -const _TokenGetBarAttribute = Token.prototype.getBarAttribute; -export const getBarAttribute = function(...args) { - const data = _TokenGetBarAttribute.bind(this)(...args); - if ( data && (data.attribute === "attributes.hp") ) { - data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0); - data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0); - } - return data; -}; +}; \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index e5af2c18..8461976a 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,52 +1,113 @@ export default class CharacterImporter { - // transform JSON from sw5e.com to Foundry friendly format // and insert new actor - static async transform(rawCharacter){ + static async transform(rawCharacter) { const sourceCharacter = JSON.parse(rawCharacter); //source character - + const details = { - species: sourceCharacter.attribs.find(e => e.name == "race").current, - background: sourceCharacter.attribs.find(e => e.name == "background").current, - alignment: sourceCharacter.attribs.find(e => e.name == "alignment").current - } - - const hp = { - value: sourceCharacter.attribs.find(e => e.name == "hp").current, - min: 0, - max: sourceCharacter.attribs.find(e => e.name == "hp").current, - temp: sourceCharacter.attribs.find(e => e.name == "hp_temp").current + species: sourceCharacter.attribs.find((e) => e.name == "race").current, + background: sourceCharacter.attribs.find((e) => e.name == "background").current, + alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current }; - const ac = { - value: sourceCharacter.attribs.find(e => e.name == "ac").current + const hp = { + value: sourceCharacter.attribs.find((e) => e.name == "hp").current, + min: 0, + max: sourceCharacter.attribs.find((e) => e.name == "hp").current, + temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current }; const abilities = { str: { - value: sourceCharacter.attribs.find(e => e.name == "strength").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'strength_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "strength").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0 }, dex: { - value: sourceCharacter.attribs.find(e => e.name == "dexterity").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'dexterity_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0 }, con: { - value: sourceCharacter.attribs.find(e => e.name == "constitution").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'constitution_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "constitution").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0 }, int: { - value: sourceCharacter.attribs.find(e => e.name == "intelligence").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'intelligence_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0 }, wis: { - value: sourceCharacter.attribs.find(e => e.name == "wisdom").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'wisdom_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0 }, cha: { - value: sourceCharacter.attribs.find(e => e.name == "charisma").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'charisma_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "charisma").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0 + } + }; + + /* ----------------------------------------------------------------- */ + /* character.data.skills..value is all that matters + /* values can be 0, 0.5, 1 or 2 + /* 0 = regular + /* 0.5 = half-proficient + /* 1 = proficient + /* 2 = expertise + /* foundry takes care of calculating the rest + /* ----------------------------------------------------------------- */ + const skills = { + acr: { + value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current }, + ani: { + value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current + }, + ath: { + value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current + }, + dec: { + value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current + }, + ins: { + value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current + }, + inv: { + value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current + }, + itm: { + value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current + }, + lor: { + value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current + }, + med: { + value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current + }, + nat: { + value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current + }, + per: { + value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current + }, + pil: { + value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current + }, + prc: { + value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current + }, + prf: { + value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current + }, + slt: { + value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current + }, + ste: { + value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current + }, + sur: { + value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current + }, + tec: { + value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current + } }; const targetCharacter = { @@ -55,67 +116,209 @@ export default class CharacterImporter { data: { abilities: abilities, details: details, + skills: skills, attributes: { - ac: ac, hp: hp } } }; let actor = await Actor.create(targetCharacter); - - const profession = sourceCharacter.attribs.find(e => e.name == "class").current; - let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers - CharacterImporter.addClasses(profession, professionLevel, actor); + CharacterImporter.addProfessions(sourceCharacter, actor); } - static async addClasses(profession, level, actor){ - let classes = await game.packs.get('sw5e.classes').getContent(); - let assignedClass = classes.find( c => c.name === profession ); + // Parse all classes and add them to already created actor. + // "class" is a reserved word, therefore I use profession where I can. + static async addProfessions(sourceCharacter, actor) { + let result = []; + + // parse all class and multiclassX items + // couldn't get Array.filter to work here for some reason + // result = array of objects. each object is a separate class + sourceCharacter.attribs.forEach((e) => { + if (CharacterImporter.classOrMulticlass(e.name)) { + var t = { + profession: CharacterImporter.capitalize(e.current), + type: CharacterImporter.baseOrMulti(e.name), + level: CharacterImporter.getLevel(e, sourceCharacter) + }; + result.push(t); + } + }); + + // pull classes directly from system compendium and add them to current actor + const professionsPack = await game.packs.get("sw5e.classes").getContent(); + result.forEach((prof) => { + let assignedProfession = professionsPack.find((o) => o.name === prof.profession); + assignedProfession.data.data.levels = prof.level; + actor.createEmbeddedEntity("OwnedItem", assignedProfession.data, { displaySheet: false }); + }); + + this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); + + this.addPowers( + sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current), + actor + ); + + const discoveredItems = sourceCharacter.attribs.filter( + (e) => e.name.search(/repeating_inventory.+_itemname/g) != -1 + ); + const items = discoveredItems.map((item) => { + const id = item.name.match(/-\w{19}/g); + + return { + name: item.current, + quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current + }; + }); + + this.addItems(items, actor); + } + + static async addClasses(profession, level, actor) { + let classes = await game.packs.get("sw5e.classes").getContent(); + let assignedClass = classes.find((c) => c.name === profession); assignedClass.data.data.levels = level; await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } - static addImportButton(html){ - const header = $("#actors").find("header.directory-header"); - const search = $("#actors").children().find("div.header-search"); - const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone(); - const newSearch = search.clone(); - search.remove(); - newImportButtonDiv.attr('id', 'character-sheet-import'); - header.append(newImportButtonDiv); - newImportButtonDiv.children("button").remove(); - newImportButtonDiv.append(""); - newSearch.appendTo(header); + static classOrMulticlass(name) { + return name === "class" || (name.includes("multiclass") && name.length <= 12); + } - let characterImportButton = $("#cs-import-button"); - characterImportButton.click(ev => { - let content = '

Saved Character JSON Import

' - + ' ' - + '
' - + ''; + static baseOrMulti(name) { + if (name === "class") { + return "base_class"; + } else { + return "multi_class"; + } + } + + static getLevel(item, sourceCharacter) { + if (item.name === "class") { + let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current; + return parseInt(result); + } else { + let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current; + return parseInt(result); + } + } + + static capitalize(str) { + return str.charAt(0).toUpperCase() + str.slice(1); + } + + static async addSpecies(race, actor) { + const species = await game.packs.get("sw5e.species").getContent(); + const assignedSpecies = species.find((c) => c.name === race); + const activeEffects = assignedSpecies.data.effects[0].changes; + const actorData = { data: { abilities: { ...actor.data.data.abilities } } }; + + activeEffects.map((effect) => { + switch (effect.key) { + case "data.abilities.str.value": + actorData.data.abilities.str.value -= effect.value; + break; + + case "data.abilities.dex.value": + actorData.data.abilities.dex.value -= effect.value; + break; + + case "data.abilities.con.value": + actorData.data.abilities.con.value -= effect.value; + break; + + case "data.abilities.int.value": + actorData.data.abilities.int.value -= effect.value; + break; + + case "data.abilities.wis.value": + actorData.data.abilities.wis.value -= effect.value; + break; + + case "data.abilities.cha.value": + actorData.data.abilities.cha.value -= effect.value; + break; + + default: + break; + } + }); + + actor.update(actorData); + + await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false }); + } + + static async addPowers(powers, actor) { + const forcePowers = await game.packs.get("sw5e.forcepowers").getContent(); + const techPowers = await game.packs.get("sw5e.techpowers").getContent(); + + for (const power of powers) { + const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power); + + if (createdPower) { + await actor.createEmbeddedEntity("OwnedItem", createdPower.data, { displaySheet: false }); + } + } + } + + static async addItems(items, actor) { + const weapons = await game.packs.get("sw5e.weapons").getContent(); + const armors = await game.packs.get("sw5e.armor").getContent(); + const adventuringGear = await game.packs.get("sw5e.adventuringgear").getContent(); + + for (const item of items) { + const createdItem = + weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || + armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || + adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase()); + + if (createdItem) { + if (item.quantity != 1) { + createdItem.data.data.quantity = item.quantity; + } + + await actor.createEmbeddedEntity("OwnedItem", createdItem.data, { displaySheet: false }); + } + } + } + + static addImportButton(html) { + const actionButtons = html.find(".header-actions"); + actionButtons[0].insertAdjacentHTML( + "afterend", + `
` + ); + + let characterImportButton = $(".cs-import-button"); + characterImportButton.click(() => { + let content = `

Saved Character JSON Import

+ +
+ `; let importDialog = new Dialog({ title: "Import Character from SW5e.com", content: content, buttons: { - "Import": { - icon: '', + Import: { + icon: ``, label: "Import Character", - callback: (e) => { - let characterData = $('#character-json').val(); - console.log('Parsing Character JSON'); + callback: () => { + let characterData = $("#character-json").val(); + console.log("Parsing Character JSON"); CharacterImporter.transform(characterData); - } + } }, - "Cancel": { - icon: '', + Cancel: { + icon: ``, label: "Cancel", - callback: () => {}, + callback: () => {} } } - }) + }); importDialog.render(true); }); - } -} \ No newline at end of file + } +} diff --git a/module/chat.js b/module/chat.js index f8ab035f..d024d8aa 100644 --- a/module/chat.js +++ b/module/chat.js @@ -40,7 +40,7 @@ export const displayChatActionButtons = function(message, html, data) { // If the user is the message author or the actor owner, proceed let actor = game.actors.get(data.message.speaker.actor); - if ( actor && actor.owner ) return; + if ( actor && actor.isOwner ) return; else if ( game.user.isGM || (data.author.id === game.user.id)) return; // Otherwise conceal action buttons except for saving throw @@ -66,7 +66,7 @@ export const displayChatActionButtons = function(message, html, data) { export const addChatMessageContextOptions = function(html, options) { let canApply = li => { const message = game.messages.get(li.data("messageId")); - return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length; + return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length; }; options.push( { diff --git a/module/combat.js b/module/combat.js index 8132a5ac..58535411 100644 --- a/module/combat.js +++ b/module/combat.js @@ -5,20 +5,19 @@ * Apply the dexterity score as a decimal tiebreaker if requested * See Combat._getInitiativeFormula for more detail. */ -export const _getInitiativeFormula = function(combatant) { - const actor = combatant.actor; +export const _getInitiativeFormula = function() { + const actor = this.actor; if ( !actor ) return "1d20"; const init = actor.data.data.attributes.init; + // Construct initiative formula parts let nd = 1; let mods = ""; - if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1"; if (actor.getFlag("sw5e", "initiativeAdv")) { nd = 2; mods += "kh"; } - const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null]; // Optionally apply Dexterity tiebreaker diff --git a/module/config.js b/module/config.js index 30cee69a..d0991cb5 100644 --- a/module/config.js +++ b/module/config.js @@ -1,4 +1,4 @@ -import {ClassFeatures} from "./classFeatures.js" +import {ClassFeatures} from "./classFeatures.js" // Namespace SW5e Configuration Values export const SW5E = {}; @@ -63,7 +63,7 @@ SW5E.attunementTypes = { NONE: 0, REQUIRED: 1, ATTUNED: 2, -} +}; /** * An enumeration of item attunement states @@ -77,12 +77,100 @@ SW5E.attunements = { /* -------------------------------------------- */ - SW5E.weaponProficiencies = { - "sim": "SW5E.WeaponSimpleProficiency", - "mar": "SW5E.WeaponMartialProficiency" + "blp": "SW5E.WeaponBlasterPistolProficiency", + "chk": "SW5E.WeaponChakramProficiency", + "dbb": "SW5E.WeaponDoubleBladeProficiency", + "dbs": "SW5E.WeaponDoubleSaberProficiency", + "dsh": "SW5E.WeaponDoubleShotoProficiency", + "dsw": "SW5E.WeaponDoubleSwordProficiency", + "hid": "SW5E.WeaponHiddenBladeProficiency", + "imp": "SW5E.WeaponImprovisedProficiency", + "lfl": "SW5E.WeaponLightFoilProficiency", + "lrg": "SW5E.WeaponLightRingProficiency", + "mar": "SW5E.WeaponMartialProficiency", + "mrb": "SW5E.WeaponMartialBlasterProficiency", + "mlw": "SW5E.WeaponMartialLightweaponProficiency", + "mvb": "SW5E.WeaponMartialVibroweaponProficiency", + "ntl": "SW5E.WeaponNaturalProficiency", + "swh": "SW5E.WeaponSaberWhipProficiency", + "sim": "SW5E.WeaponSimpleProficiency", + "smb": "SW5E.WeaponSimpleBlasterProficiency", + "slw": "SW5E.WeaponSimpleLightweaponProficiency", + "svb": "SW5E.WeaponSimpleVibroweaponProficiency", + "tch": "SW5E.WeaponTechbladeProficiency", + "vbr": "SW5E.WeaponVibrorapierProficiency", + "vbw": "SW5E.WeaponVibrowhipProficiency" }; +/** + * A map of weapon item proficiency to actor item proficiency + * Used when a new player owned item is created + * @type {Object} + */ + SW5E.weaponProficienciesMap = { + "natural": true, + "simpleVW": "sim", + "simpleB": "sim", + "simpleLW": "sim", + "martialVW": "mar", + "martialB": "mar", + "martialLW": "mar" +}; + +// TODO: Check to see if this can be used +// It's not actually been used anywhere in DND5e 1.3.2 +// Note name mapped to ID in compendium +/** + * The basic weapon types in 5e. This enables specific weapon proficiencies or + * starting equipment provided by classes and backgrounds. + * + * @enum {string} + +SW5E.weaponIds = { + "battleaxe": "I0WocDSuNpGJayPb", + "blowgun": "wNWK6yJMHG9ANqQV", + "club": "nfIRTECQIG81CvM4", + "dagger": "0E565kQUBmndJ1a2", + "dart": "3rCO8MTIdPGSW6IJ", + "flail": "UrH3sMdnUDckIHJ6", + "glaive": "rOG1OM2ihgPjOvFW", + "greataxe": "1Lxk6kmoRhG8qQ0u", + "greatclub": "QRCsxkCwWNwswL9o", + "greatsword": "xMkP8BmFzElcsMaR", + "halberd": "DMejWAc8r8YvDPP1", + "handaxe": "eO7Fbv5WBk5zvGOc", + "handcrossbow": "qaSro7kFhxD6INbZ", + "heavycrossbow": "RmP0mYRn2J7K26rX", + "javelin": "DWLMnODrnHn8IbAG", + "lance": "RnuxdHUAIgxccVwj", + "lightcrossbow": "ddWvQRLmnnIS0eLF", + "lighthammer": "XVK6TOL4sGItssAE", + "longbow": "3cymOVja8jXbzrdT", + "longsword": "10ZP2Bu3vnCuYMIB", + "mace": "Ajyq6nGwF7FtLhDQ", + "maul": "DizirD7eqjh8n95A", + "morningstar": "dX8AxCh9o0A9CkT3", + "net": "aEiM49V8vWpWw7rU", + "pike": "tC0kcqZT9HHAO0PD", + "quarterstaff": "g2dWN7PQiMRYWzyk", + "rapier": "Tobce1hexTnDk4sV", + "scimitar": "fbC0Mg1a73wdFbqO", + "shortsword": "osLzOwQdPtrK3rQH", + "sickle": "i4NeNZ30ycwPDHMx", + "spear": "OG4nBBydvmfWYXIk", + "shortbow": "GJv6WkD7D2J6rP6M", + "sling": "3gynWO9sN4OLGMWD", + "trident": "F65ANO66ckP8FDMa", + "warpick": "2YdfjN1PIIrSHZii", + "warhammer": "F0Df164Xv1gWcYt0", + "whip": "QKTyxoO0YDnAsbYe" +}; + + */ + +/* -------------------------------------------- */ + SW5E.toolProficiencies = { "armor": "SW5E.ToolArmormech", "arms": "SW5E.ToolArmstech", @@ -116,6 +204,51 @@ SW5E.toolProficiencies = { "vehicle": "SW5E.ToolVehicle" }; +// TODO: Same as weapon IDs +// Also unused, and SW5E.toolProficiencies is already pretty verbose anyway +/** + * The basic tool types in 5e. This enables specific tool proficiencies or + * starting equipment provided by classes and backgrounds. + * + * @enum {string} +SW5E.toolIds = { + "alchemist": "SztwZhbhZeCqyAes", + "bagpipes": "yxHi57T5mmVt0oDr", + "brewer": "Y9S75go1hLMXUD48", + "calligrapher": "jhjo20QoiD5exf09", + "card": "YwlHI3BVJapz4a3E", + "carpenter": "8NS6MSOdXtUqD7Ib", + "cartographer": "fC0lFK8P4RuhpfaU", + "cobbler": "hM84pZnpCqKfi8XH", + "cook": "Gflnp29aEv5Lc1ZM", + "dice": "iBuTM09KD9IoM5L8", + "disg": "IBhDAr7WkhWPYLVn", + "drum": "69Dpr25pf4BjkHKb", + "dulcimer": "NtdDkjmpdIMiX7I2", + "flute": "eJOrPcAz9EcquyRQ", + "forg": "cG3m4YlHfbQlLEOx", + "glassblower": "rTbVrNcwApnuTz5E", + "herb": "i89okN7GFTWHsvPy", + "horn": "aa9KuBy4dst7WIW9", + "jeweler": "YfBwELTgPFHmQdHh", + "leatherworker": "PUMfwyVUbtyxgYbD", + "lute": "qBydtUUIkv520DT7", + "lyre": "EwG1EtmbgR3bM68U", + "mason": "skUih6tBvcBbORzA", + "navg": "YHCmjsiXxZ9UdUhU", + "painter": "ccm5xlWhx74d6lsK", + "panflute": "G5m5gYIx9VAUWC3J", + "pois": "il2GNi8C0DvGLL9P", + "potter": "hJS8yEVkqgJjwfWa", + "shawm": "G3cqbejJpfB91VhP", + "smith": "KndVe2insuctjIaj", + "thief": "woWZ1sO5IUVGzo58", + "tinker": "0d08g1i5WXnNrCNA", + "viol": "baoe3U5BfMMMxhCU", + "weaver": "ap9prThUB2y9lDyj", + "woodcarver": "xKErqkLo4ASYr5EP", +}; +*/ /* -------------------------------------------- */ @@ -152,8 +285,8 @@ SW5E.abilityActivationTypes = { "hour": SW5E.timePeriods.hour, "day": SW5E.timePeriods.day, "special": SW5E.timePeriods.spec, - "legendary": "SW5E.LegAct", - "lair": "SW5E.LairAct", + "legendary": "SW5E.LegendaryActionLabel", + "lair": "SW5E.LairActionLabel", "crew": "SW5E.VehicleCrewAction" }; @@ -189,6 +322,34 @@ SW5E.tokenSizes = { "grg": 4 }; +/** + * Colors used to visualize temporary and temporary maximum HP in token health bars + * @enum {number} + */ +SW5E.tokenHPColors = { + temp: 0x66CCFF, + tempmax: 0x440066, + negmax: 0x550000 +} + +/* -------------------------------------------- */ + +/** + * Creature types + * @type {Object} + */ +SW5E.creatureTypes = { + "aberration": "SW5E.CreatureAberration", + "beast": "SW5E.CreatureBeast", + "construct": "SW5E.CreatureConstruct", + "droid": "SW5E.CreatureDroid", + "force": "SW5E.CreatureForceEntity", + "humanoid": "SW5E.CreatureHumanoid", + "plant": "SW5E.CreaturePlant", + "undead": "SW5E.CreatureUndead" +}; + + /* -------------------------------------------- */ /** @@ -224,25 +385,32 @@ SW5E.limitedUsePeriods = { "sr": "SW5E.ShortRest", "lr": "SW5E.LongRest", "day": "SW5E.Day", - "charges": "SW5E.Charges" + "charges": "SW5E.Charges", + "recharge": "SW5E.Recharge", + "refitting": "SW5E.Refitting" }; /* -------------------------------------------- */ /** - * The set of equipment types for armor, clothing, and other objects which can ber worn by the character + * The set of equipment types for armor, clothing, and other objects which can be worn by the character * @type {Object} */ SW5E.equipmentTypes = { "light": "SW5E.EquipmentLight", "medium": "SW5E.EquipmentMedium", "heavy": "SW5E.EquipmentHeavy", + "hyper": "SW5E.EquipmentHyperdrive", "bonus": "SW5E.EquipmentBonus", "natural": "SW5E.EquipmentNatural", + "powerc": "SW5E.EquipmentPowerCoupling", + "reactor": "SW5E.EquipmentReactor", "shield": "SW5E.EquipmentShield", "clothing": "SW5E.EquipmentClothing", "trinket": "SW5E.EquipmentTrinket", + "ssarmor": "SW5E.EquipmentStarshipArmor", + "ssshield": "SW5E.EquipmentStarshipShield", "vehicle": "SW5E.EquipmentVehicle" }; @@ -260,6 +428,19 @@ SW5E.armorProficiencies = { "shl": "SW5E.EquipmentShieldProficiency" }; +/** + * A map of armor item proficiency to actor item proficiency + * Used when a new player owned item is created + * @type {Object} + */ + SW5E.armorProficienciesMap = { + "natural": true, + "clothing": true, + "light": "lgt", + "medium": "med", + "heavy": "hvy", + "shield": "shl" +} /* -------------------------------------------- */ @@ -310,7 +491,7 @@ SW5E.damageTypes = { }; // Damage Resistance Types -SW5E.damageResistanceTypes = duplicate(SW5E.damageTypes); +SW5E.damageResistanceTypes = foundry.utils.deepClone(SW5E.damageTypes); /* -------------------------------------------- */ @@ -357,10 +538,14 @@ SW5E.armorPropertiesTypes = { SW5E.movementTypes = { "burrow": "SW5E.MovementBurrow", "climb": "SW5E.MovementClimb", + "crawl": "SW5E.MovementCrawl", "fly": "SW5E.MovementFly", + "roll": "SW5E.MovementRoll", + "space": "SW5E.MovementSpace", "swim": "SW5E.MovementSwim", + "turn": "SW5E.MovementTurn", "walk": "SW5E.MovementWalk", -} +}; /** * The valid units of measure for movement distances in the game system. @@ -370,7 +555,7 @@ SW5E.movementTypes = { SW5E.movementUnits = { "ft": "SW5E.DistFt", "mi": "SW5E.DistMi" -} +}; /** * The valid units of measure for the range of an action or effect. @@ -423,6 +608,7 @@ SW5E.targetTypes = { "square": "SW5E.TargetSquare", "cube": "SW5E.TargetCube", "line": "SW5E.TargetLine", + "starship": "SW5E.TargetStarship", "wall": "SW5E.TargetWall", "weapon": "SW5E.TargetWeapon" }; @@ -462,16 +648,133 @@ SW5E.healingTypes = { /** * Enumerate the denominations of hit dice which can apply to classes in the SW5E system - * @type {Array.} + * @type {string[]} */ SW5E.hitDieTypes = ["d4", "d6", "d8", "d10", "d12", "d20"]; +/* -------------------------------------------- */ + + +/** + * Enumerate the denominations of power dice which can apply to starships in the SW5E system + * @enum {string} + */ +SW5E.powerDieTypes = [1, "d4", "d6", "d8", "d10", "d12"]; + /* -------------------------------------------- */ +/** + * Enumerate the base stat and feature settings for starships based on size. + * @type {Array.} + */ + +SW5E.baseStarshipSettings = { + "tiny": {"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}, {"key":"data.abilities.con.value","value":-4,"mode":2,"priority":20}, {"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":null, "hd":"1d4", "hp":{"value":4, "max":4, "temp":4, "tempmax":4}, "hsm":1, "sd":"1d4", "mods":{"open":10, "max":10}, "suites":{"open":0, "max":0}, "movement":{"fly":300, "turn":300}}}, + "sm": {"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":1, "hd":"3d6", "hp":{"value":6, "max":6, "temp":6, "tempmax":6}, "hsm":2, "sd":"3d6", "mods":{"open":20, "max":20}, "suites":{"open":-1, "max":-1}, "movement":{"fly":300, "turn":250}}}, + "med": {"attributes":{"crewcap":1, "hd":"5d8", "hp":{"value":8, "max":8, "temp":8, "tempmax":8}, "hsm":3, "sd":"5d8", "mods":{"open":30, "max":30}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":200}}}, + "lg": {"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}], "attributes":{"crewcap":200, "hd":"7d10", "hp":{"value":10, "max":10, "temp":10, "tempmax":10}, "hsm":4, "sd":"7d10", "mods":{"open":50, "max":50}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":150}}}, + "huge": {"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":20}], "attributes":{"crewcap":4000, "hd":"9d12", "hp":{"value":12, "max":12, "temp":12, "tempmax":12}, "hsm":2, "sd":"9d12", "mods":{"open":60, "max":60}, "suites":{"open":6, "max":6}, "movement":{"fly":300, "turn":100}}}, + "grg": {"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":20}], "attributes":{"crewcap":80000, "hd":"11d20", "hp":{"value":20, "max":20, "temp":20, "tempmax":20}, "hsm":3, "sd":"11d20", "mods":{"open":70, "max":70}, "suites":{"open":10, "max":10}, "movement":{"fly":300, "turn":50}}} +} + +/* -------------------------------------------- */ + +/** + * The set of starship roles which can be selected in SW5e + * @type {Object} + */ + + SW5E.starshipRolestiny = { +}; +SW5E.starshipRolessm = { + "bmbr": "SW5E.StarshipBomber", + "intc": "SW5E.StarshipInterceptor", + "scout": "SW5E.StarshipScout", + "scrm": "SW5E.StarshipScrambler", + "shtl": "SW5E.StarshipShuttle", + "strf": "SW5E.StarshipStrikeFighter" +}; +SW5E.starshipRolesmed = { + "cour": "SW5E.StarshipCourier", + "frtr": "SW5E.StarshipFreighter", + "gnbt": "SW5E.StarshipGunboat", + "msbt": "SW5E.StarshipMissileBoat", + "nvgt": "SW5E.StarshipNavigator", + "yacht": "SW5E.StarshipYacht" +}; +SW5E.starshipRoleslg = { + "ambd": "SW5E.StarshipAmbassador", + "corv": "SW5E.StarshipCorvette", + "crui": "SW5E.StarshipCruiser", + "expl": "SW5E.StarshipExplorer", + "pics": "SW5E.StarshipPicketShip", + "shtd": "SW5E.StarshipShipsTender" +}; +SW5E.starshipRoleshuge = { + "btls": "SW5E.StarshipBattleship", + "carr": "SW5E.StarshipCarrier", + "colo": "SW5E.StarshipColonizer", + "cmds": "SW5E.StarshipCommandShip", + "intd": "SW5E.StarshipInterdictor", + "jugg": "SW5E.StarshipJuggernaut" +}; +SW5E.starshipRolesgrg = { + "blks": "SW5E.StarshipBlockadeShip", + "flgs": "SW5E.StarshipFlagship", + "inct": "SW5E.StarshipIndustrialCenter", + "mbmt": "SW5E.StarshipMobileMetropolis", + "rsrc": "SW5E.StarshipResearcher", + "wars": "SW5E.StarshipWarship" +}; + +/* -------------------------------------------- */ + +/** + * The set of starship role bonuses to starships which can be selected in SW5e + * @type {Object} + */ + + SW5E.starshipRoleBonuses = { + "bmbr": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "intc": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "scout": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "scrm": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]}, + "shtl": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "strf": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "cour": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "frtr": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "gnbt": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "msbt": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "nvgt": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "yacht": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]}, + "ambd": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "corv": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "crui": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "expl": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "pics": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "shtd": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "btls": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "carr": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "colo": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "cmds": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "intd": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "jugg": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "blks": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "flgs": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "inct": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "mbmt": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "rsrc": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "wars": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]} +}; + +/* -------------------------------------------- */ + + + /** * The set of possible sensory perception types which an Actor may have - * @type {object} + * @enum {string} */ SW5E.senses = { "blindsight": "SW5E.SenseBlindsight", @@ -507,6 +810,28 @@ SW5E.skills = { "tec": "SW5E.SkillTec" }; +/* -------------------------------------------- */ + +/** + * The set of starship skills which can be trained in SW5e + * @type {Object} + */ +SW5E.starshipSkills = { + "ast": "SW5E.StarshipSkillAst", + "bst": "SW5E.StarshipSkillBst", + "dat": "SW5E.StarshipSkillDat", + "hid": "SW5E.StarshipSkillHid", + "imp": "SW5E.StarshipSkillImp", + "int": "SW5E.StarshipSkillInt", + "man": "SW5E.StarshipSkillMan", + "men": "SW5E.StarshipSkillMen", + "pat": "SW5E.StarshipSkillPat", + "prb": "SW5E.StarshipSkillPrb", + "ram": "SW5E.StarshipSkillRam", + "reg": "SW5E.StarshipSkillReg", + "scn": "SW5E.StarshipSkillScn", + "swn": "SW5E.StarshipSkillSwn" +}; /* -------------------------------------------- */ @@ -610,16 +935,21 @@ SW5E.powerScalingModes = { * @type {Object} */ SW5E.weaponTypes = { - "simpleVW": "SW5E.WeaponSimpleVW", - "simpleB": "SW5E.WeaponSimpleB", - "simpleLW": "SW5E.WeaponSimpleLW", + + "ammo": "SW5E.WeaponAmmo", + "improv": "SW5E.WeaponImprov", "martialVW": "SW5E.WeaponMartialVW", "martialB": "SW5E.WeaponMartialB", "martialLW": "SW5E.WeaponMartialLW", - "natural": "SW5E.WeaponNatural", - "improv": "SW5E.WeaponImprov", - "ammo": "SW5E.WeaponAmmo", - "siege": "SW5E.WeaponSiege" + "natural": "SW5E.WeaponNatural", + "siege": "SW5E.WeaponSiege", + "simpleVW": "SW5E.WeaponSimpleVW", + "simpleB": "SW5E.WeaponSimpleB", + "simpleLW": "SW5E.WeaponSimpleLW", + "primary (starship)": "SW5E.WeaponPrimarySW", + "secondary (starship)": "SW5E.WeaponSecondarySW", + "tertiary (starship)": "SW5E.WeaponTertiarySW", + "quaternary (starship)": "SW5E.WeaponQuaternarySW" }; @@ -633,6 +963,7 @@ SW5E.weaponProperties = { "amm": "SW5E.WeaponPropertiesAmm", "aut": "SW5E.WeaponPropertiesAut", "bur": "SW5E.WeaponPropertiesBur", + "con": "SW5E.WeaponPropertiesCon", "def": "SW5E.WeaponPropertiesDef", "dex": "SW5E.WeaponPropertiesDex", "dir": "SW5E.WeaponPropertiesDir", @@ -641,20 +972,27 @@ SW5E.weaponProperties = { "dis": "SW5E.WeaponPropertiesDis", "dpt": "SW5E.WeaponPropertiesDpt", "dou": "SW5E.WeaponPropertiesDou", + "exp": "SW5E.WeaponPropertiesExp", "fin": "SW5E.WeaponPropertiesFin", "fix": "SW5E.WeaponPropertiesFix", "foc": "SW5E.WeaponPropertiesFoc", "hvy": "SW5E.WeaponPropertiesHvy", "hid": "SW5E.WeaponPropertiesHid", + "hom": "SW5E.WeaponPropertiesHom", + "ion": "SW5E.WeaponPropertiesIon", "ken": "SW5E.WeaponPropertiesKen", "lgt": "SW5E.WeaponPropertiesLgt", "lum": "SW5E.WeaponPropertiesLum", + "mlt": "SW5E.WeaponPropertiesMlt", "mig": "SW5E.WeaponPropertiesMig", + "ovr": "SW5E.WeaponPropertiesOvr", "pic": "SW5E.WeaponPropertiesPic", + "pow": "SW5E.WeaponPropertiesPow", "rap": "SW5E.WeaponPropertiesRap", "rch": "SW5E.WeaponPropertiesRch", "rel": "SW5E.WeaponPropertiesRel", "ret": "SW5E.WeaponPropertiesRet", + "sat": "SW5E.WeaponPropertiesSat", "shk": "SW5E.WeaponPropertiesShk", "sil": "SW5E.WeaponPropertiesSil", "spc": "SW5E.WeaponPropertiesSpc", @@ -662,9 +1000,24 @@ SW5E.weaponProperties = { "thr": "SW5E.WeaponPropertiesThr", "two": "SW5E.WeaponPropertiesTwo", "ver": "SW5E.WeaponPropertiesVer", - "vic": "SW5E.WeaponPropertiesVic" + "vic": "SW5E.WeaponPropertiesVic", + "zon": "SW5E.WeaponPropertiesZon" }; +/* -------------------------------------------- */ + +/** + * Define the set of starship weapon size flags which can exist on a weapon + * @type {Object} + */ +SW5E.weaponSizes = { + "tiny": "SW5E.SizeTiny", + "sm": "SW5E.SizeSmall", + "med": "SW5E.SizeMedium", + "lg": "SW5E.SizeLarge", + "huge": "SW5E.SizeHuge", + "grg": "SW5E.SizeGargantuan" +}; // Power Components SW5E.powerComponents = { @@ -696,6 +1049,32 @@ SW5E.powerLevels = { 9: "SW5E.PowerLevel9" }; +// TODO: This is used for spell scrolls, it maps the level to the compendium ID of the item the spell would be bound to +// We could use this with, say, holocrons to produce scrolls +/* +// Power Scroll Compendium UUIDs +SW5E.powerScrollIds = { + 0: "rQ6sO7HDWzqMhSI3", + 1: "9GSfMg0VOA2b4uFN", + 2: "XdDp6CKh9qEvPTuS", + 3: "hqVKZie7x9w3Kqds", + 4: "DM7hzgL836ZyUFB1", + 5: "wa1VF8TXHmkrrR35", + 6: "tI3rWx4bxefNCexS", + 7: "mtyw4NS1s7j2EJaD", + 8: "aOrinPg7yuDZEuWr", + 9: "O4YbkJkLlnsgUszZ" +}; + */ + +/** + * Compendium packs used for localized items. + * @enum {string} + */ +SW5E.sourcePacks = { + ITEMS: "sw5e.items" +} + // Polymorph options. SW5E.polymorphSettings = { keepPhysical: 'SW5E.PolymorphKeepPhysical', @@ -911,10 +1290,10 @@ SW5E.characterFlags = { type: Boolean }, "armorIntegration": { - name: "SW5E.FlagsArmorIntegration", + name: "SW5E.FlagsArmorIntegration", hint: "SW5E.FlagsArmorIntegrationHint", section: "SW5E.SpeciesTraits", - type: Boolean + type: Boolean }, "businessSavvy": { name: "SW5E.FlagsBusinessSavvy", @@ -923,7 +1302,7 @@ SW5E.characterFlags = { type: Boolean }, "cannibalize": { - name: "SW5E.FlagsCannibalize", + name: "SW5E.FlagsCannibalize", hint: "SW5E.FlagsCannibalizeHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -953,7 +1332,7 @@ SW5E.characterFlags = { type: Boolean }, "enthrallingPheromones": { - name: "SW5E.FlagsEnthrallingPheromones", + name: "SW5E.FlagsEnthrallingPheromones", hint: "SW5E.FlagsEnthrallingPheromonesHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -977,13 +1356,13 @@ SW5E.characterFlags = { type: Boolean }, "foreignBiology": { - name: "SW5E.FlagsForeignBiology", + name: "SW5E.FlagsForeignBiology", hint: "SW5E.FlagsForeignBiologyHint", section: "SW5E.SpeciesTraits", type: Boolean }, "furyOfTheSmall": { - name: "SW5E.FlagsFuryOfTheSmall", + name: "SW5E.FlagsFuryOfTheSmall", hint: "SW5E.FlagsFuryOfTheSmallHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -995,7 +1374,7 @@ SW5E.characterFlags = { type: Boolean }, "inscrutable": { - name: "SW5E.FlagsInscrutable", + name: "SW5E.FlagsInscrutable", hint: "SW5E.FlagsInscrutableHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1025,7 +1404,7 @@ SW5E.characterFlags = { type: Boolean }, "multipleHearts": { - name: "SW5E.FlagsMultipleHearts", + name: "SW5E.FlagsMultipleHearts", hint: "SW5E.FlagsMultipleHeartsHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1067,7 +1446,7 @@ SW5E.characterFlags = { type: Boolean }, "precognition": { - name: "SW5E.FlagsPrecognition", + name: "SW5E.FlagsPrecognition", hint: "SW5E.FlagsPrecognitionHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1080,9 +1459,9 @@ SW5E.characterFlags = { }, "puny": { name: "SW5E.FlagsPuny", - hint: "SW5E.FlagsPunyHint", - section: "SW5E.SpeciesTraits", - type: Boolean + hint: "SW5E.FlagsPunyHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "rapidReconstruction": { name: "SW5E.FlagsRapidReconstruction", @@ -1091,7 +1470,7 @@ SW5E.characterFlags = { type: Boolean }, "rapidlyRegenerative": { - name: "SW5E.FlagsRapidlyRegenerative", + name: "SW5E.FlagsRapidlyRegenerative", hint: "SW5E.FlagsRapidlyRegenerativeHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1103,7 +1482,7 @@ SW5E.characterFlags = { type: Boolean }, "savageAttacks": { - name: "SW5E.FlagsSavageAttacks", + name: "SW5E.FlagsSavageAttacks", hint: "SW5E.FlagsSavageAttacksHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1115,15 +1494,15 @@ SW5E.characterFlags = { type: Boolean }, "strongLegged": { - name: "SW5E.FlagsStrongLegged", + name: "SW5E.FlagsStrongLegged", hint: "SW5E.FlagsStrongLeggedHint", section: "SW5E.SpeciesTraits", type: Boolean }, "sunlightSensitivity": { - name: "SW5E.FlagsSunlightSensitivity", + name: "SW5E.FlagsSunlightSensitivity", hint: "SW5E.FlagsSunlightSensitivityHint", - section: "SW5E.SpeciesTraits", + section: "SW5E.SpeciesTraits", type: Boolean }, "surpriseAttack": { @@ -1145,7 +1524,7 @@ SW5E.characterFlags = { type: Boolean }, "tinker": { - name: "SW5E.FlagsTinker", + name: "SW5E.FlagsTinker", hint: "SW5E.FlagsTinkerHint", section: "SW5E.SpeciesTraits", type: Boolean @@ -1242,4 +1621,4 @@ SW5E.characterFlags = { }; // Configure allowed status flags -SW5E.allowedActorFlags = ["isPolymorphed", "originalActor", "dataVersion"].concat(Object.keys(SW5E.characterFlags)); +SW5E.allowedActorFlags = ["isPolymorphed", "originalActor", "dataVersion"].concat(Object.keys(SW5E.characterFlags)); \ No newline at end of file diff --git a/module/dice.js b/module/dice.js index cea097fd..fc70522b 100644 --- a/module/dice.js +++ b/module/dice.js @@ -1,3 +1,6 @@ +export {default as D20Roll} from "./dice/d20-roll.js"; +export {default as DamageRoll} from "./dice/damage-roll.js"; + /** * A standardized helper function for simplifying the constant parts of a multipart roll formula * @@ -20,28 +23,36 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) const constantTerms = []; // Terms that are constant, and their associated operators let operators = []; // Temporary storage for operators before they are moved to one of the above - for (let term of terms) { // For each term - if (["+", "-"].includes(term)) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array - else { // Otherwise the term is not an operator - if (term instanceof DiceTerm) { // If the term is something rollable - rollableTerms.push(...operators); // Place all the operators into the rollableTerms array - rollableTerms.push(term); // Then place this rollable term into it as well - } // - else { // Otherwise, this must be a constant - constantTerms.push(...operators); // Place the operators into the constantTerms array - constantTerms.push(term); // Then also add this constant term to that array. - } // - operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration. + for (let term of terms) { // For each term + if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array + else { // Otherwise the term is not an operator + if (term instanceof DiceTerm) { // If the term is something rollable + rollableTerms.push(...operators); // Place all the operators into the rollableTerms array + rollableTerms.push(term); // Then place this rollable term into it as well + } // + else { // Otherwise, this must be a constant + constantTerms.push(...operators); // Place the operators into the constantTerms array + constantTerms.push(term); // Then also add this constant term to that array. + } // + operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration. } } - const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string - const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string + const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string + const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string - const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term + // Mathematically evaluate the constant formula to produce a single constant term + let constantPart = undefined; + if ( constantFormula ) { + try { + constantPart = Roll.safeEval(constantFormula) + } catch (err) { + console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`); + } + } - const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen - [constantPart, rollableFormula] : [rollableFormula, constantPart]; + // Order the rollable and constant terms, either constant first or second depending on the optional argument + const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart]; // Join the parts with a + sign, pass them to `Roll` once again to clean up the formula return new Roll(parts.filterJoin(" + ")).formula; @@ -55,316 +66,203 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) * @return {Boolean} True when unsupported, false if supported */ function _isUnsupportedTerm(term) { - const diceTerm = term instanceof DiceTerm; - const operator = ["+", "-"].includes(term); - const number = !isNaN(Number(term)); + const diceTerm = term instanceof DiceTerm; + const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator); + const number = term instanceof NumericTerm; - return !(diceTerm || operator || number); + return !(diceTerm || operator || number); } +/* -------------------------------------------- */ +/* D20 Roll */ /* -------------------------------------------- */ /** - * A standardized helper function for managing core 5e "d20 rolls" - * + * A standardized helper function for managing core 5e d20 rolls. * Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward". * This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively * - * @param {Array} parts The dice roll component parts, excluding the initial d20 - * @param {Object} data Actor or item data against which to parse the roll - * @param {Event|object} event The triggering event which initiated the roll - * @param {string} rollMode A specific roll mode to apply as the default for the resulting roll - * @param {string|null} template The HTML template used to render the roll dialog - * @param {string|null} title The dice roll UI window title - * @param {Object} speaker The ChatMessage speaker to pass when creating the chat - * @param {string|null} flavor Flavor text to use in the posted chat message - * @param {Boolean} fastForward Allow fast-forward advantage selection - * @param {Function} onClose Callback for actions to take when the dialog form is closed - * @param {Object} dialogOptions Modal dialog options - * @param {boolean} advantage Apply advantage to the roll (unless otherwise specified) - * @param {boolean} disadvantage Apply disadvantage to the roll (unless otherwise specified) - * @param {number} critical The value of d20 result which represents a critical success - * @param {number} fumble The value of d20 result which represents a critical failure - * @param {number} targetValue Assign a target value against which the result of this roll should be compared - * @param {boolean} elvenAccuracy Allow Elven Accuracy to modify this roll? - * @param {boolean} halflingLucky Allow Halfling Luck to modify this roll? - * @param {boolean} reliableTalent Allow Reliable Talent to modify this roll? - * @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll - * @param {object} messageData Additional data which is applied to the created Chat Message, if any + * @param {string[]} parts The dice roll component parts, excluding the initial d20 + * @param {object} data Actor or item data against which to parse the roll * - * @return {Promise} A Promise which resolves once the roll workflow has completed + * @param {boolean} [advantage] Apply advantage to the roll (unless otherwise specified) + * @param {boolean} [disadvantage] Apply disadvantage to the roll (unless otherwise specified) + * @param {number} [critical] The value of d20 result which represents a critical success + * @param {number} [fumble] The value of d20 result which represents a critical failure + * @param {number} [targetValue] Assign a target value against which the result of this roll should be compared + * @param {boolean} [elvenAccuracy] Allow Elven Accuracy to modify this roll? + * @param {boolean} [halflingLucky] Allow Halfling Luck to modify this roll? + * @param {boolean} [reliableTalent] Allow Reliable Talent to modify this roll? + + * @param {boolean} [chooseModifier=false] Choose the ability modifier that should be used when the roll is made + * @param {boolean} [fastForward=false] Allow fast-forward advantage selection + * @param {Event} [event] The triggering event which initiated the roll + * @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll + * @param {string} [template] The HTML template used to render the roll dialog + * @param {string} [title] The dialog window title + * @param {Object} [dialogOptions] Modal dialog options + * + * @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll + * @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any + * @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll + * @param {object} [speaker] The ChatMessage speaker to pass when creating the chat + * @param {string} [flavor] Flavor text to use in the posted chat message + * + * @return {Promise} The evaluated D20Roll, or null if the workflow was cancelled */ -export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null, - flavor=null, fastForward=null, dialogOptions, - advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null, - elvenAccuracy=false, halflingLucky=false, reliableTalent=false, - chatMessage=true, messageData={}}={}) { +export async function d20Roll({ + parts=[], data={}, // Roll creation + advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization + chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration + chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization + }={}) { - // Prepare Message Data - messageData.flavor = flavor || title; - messageData.speaker = speaker || ChatMessage.getSpeaker(); - const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")}; - parts = parts.concat(["@bonus"]); + // Handle input arguments + const formula = ["1d20"].concat(parts).join(" + "); + const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event}); + const defaultRollMode = rollMode || game.settings.get("core", "rollMode"); + if ( chooseModifier && !isFF ) data["mod"] = "@mod"; - // Handle fast-forward events - let adv = 0; - fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); - if (fastForward) { - if ( advantage ?? event.altKey ) adv = 1; - else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1; + // Construct the D20Roll instance + const roll = new CONFIG.Dice.D20Roll(formula, data, { + flavor: flavor || title, + advantageMode, + defaultRollMode, + critical, + fumble, + targetValue, + elvenAccuracy, + halflingLucky, + reliableTalent + }); + + // Prompt a Dialog to further configure the D20Roll + if ( !isFF ) { + const configured = await roll.configureDialog({ + title, + chooseModifier, + defaultRollMode: defaultRollMode, + defaultAction: advantageMode, + defaultAbility: data?.item?.ability, + template + }, dialogOptions); + if ( configured === null ) return null; } - // Define the inner roll function - const _roll = (parts, adv, form) => { - - // Determine the d20 roll and modifiers - let nd = 1; - let mods = halflingLucky ? "r1=1" : ""; - - // Handle advantage - if (adv === 1) { - nd = elvenAccuracy ? 3 : 2; - messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`; - if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true; - mods += "kh"; - } - - // Handle disadvantage - else if (adv === -1) { - nd = 2; - messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`; - if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true; - mods += "kl"; - } - - // Prepend the d20 roll - let formula = `${nd}d20${mods}`; - if (reliableTalent) formula = `{${nd}d20${mods},10}kh`; - parts.unshift(formula); - - // Optionally include a situational bonus - if ( form ) { - data['bonus'] = form.bonus.value; - messageOptions.rollMode = form.rollMode.value; - } - if (!data["bonus"]) parts.pop(); - - // Optionally include an ability score selection (used for tool checks) - const ability = form ? form.ability : null; - if (ability && ability.value) { - data.ability = ability.value; - const abl = data.abilities[data.ability]; - if (abl) { - data.mod = abl.mod; - messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`; - } - } - - // Execute the roll - let roll = new Roll(parts.join(" + "), data); - try { - roll.roll(); - } catch (err) { - console.error(err); - ui.notifications.error(`Dice roll evaluation failed: ${err.message}`); - return null; - } - - // Flag d20 options for any 20-sided dice in the roll - for (let d of roll.dice) { - if (d.faces === 20) { - d.options.critical = critical; - d.options.fumble = fumble; - if ( adv === 1 ) d.options.advantage = true; - else if ( adv === -1 ) d.options.disadvantage = true; - if (targetValue) d.options.target = targetValue; - } - } - - // If reliable talent was applied, add it to the flavor text - if (reliableTalent && roll.dice[0].total < 10) { - messageData.flavor += ` (${game.i18n.localize("SW5E.FlagsReliableTalent")})`; - } - return roll; - }; - - // Create the Roll instance - const roll = fastForward ? _roll(parts, adv) : - await _d20RollDialog({template, title, parts, data, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll}); + // Evaluate the configured roll + await roll.evaluate({async: true}); // Create a Chat Message - if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions); + if ( speaker ) { + console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`); + messageData.speaker = speaker; + } + if ( roll && chatMessage ) await roll.toMessage(messageData); return roll; } /* -------------------------------------------- */ /** - * Present a Dialog form which creates a d20 roll once submitted - * @return {Promise} - * @private + * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied + * @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode */ -async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll}={}) { - - // Render modal dialog - template = template || "systems/sw5e/templates/chat/roll-dialog.html"; - let dialogData = { - formula: parts.join(" + "), - data: data, - rollMode: rollMode, - rollModes: CONFIG.Dice.rollModes, - config: CONFIG.SW5E - }; - const html = await renderTemplate(template, dialogData); - - // Create the Dialog window - return new Promise(resolve => { - new Dialog({ - title: title, - content: html, - buttons: { - advantage: { - label: game.i18n.localize("SW5E.Advantage"), - callback: html => resolve(roll(parts, 1, html[0].querySelector("form"))) - }, - normal: { - label: game.i18n.localize("SW5E.Normal"), - callback: html => resolve(roll(parts, 0, html[0].querySelector("form"))) - }, - disadvantage: { - label: game.i18n.localize("SW5E.Disadvantage"), - callback: html => resolve(roll(parts, -1, html[0].querySelector("form"))) - } - }, - default: "normal", - close: () => resolve(null) - }, dialogOptions).render(true); - }); +function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) { + const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); + let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL; + if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE; + else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE; + return {isFF, advantageMode}; } +/* -------------------------------------------- */ +/* Damage Roll */ /* -------------------------------------------- */ /** - * A standardized helper function for managing core 5e "d20 rolls" + * A standardized helper function for managing core 5e damage rolls. * * Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward". * This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively * - * @param {Array} parts The dice roll component parts, excluding the initial d20 - * @param {Actor} actor The Actor making the damage roll - * @param {Object} data Actor or item data against which to parse the roll - * @param {Event|object}[event The triggering event which initiated the roll - * @param {string} rollMode A specific roll mode to apply as the default for the resulting roll - * @param {String} template The HTML template used to render the roll dialog - * @param {String} title The dice roll UI window title - * @param {Object} speaker The ChatMessage speaker to pass when creating the chat - * @param {string} flavor Flavor text to use in the posted chat message - * @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled - * @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls - * @param {number} criticalBonusDice A number of bonus damage dice that are added for critical hits - * @param {number} criticalMultiplier A critical hit multiplier which is applied to critical hits - * @param {Boolean} fastForward Allow fast-forward advantage selection - * @param {Function} onClose Callback for actions to take when the dialog form is closed - * @param {Object} dialogOptions Modal dialog options - * @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll - * @param {object} messageData Additional data which is applied to the created Chat Message, if any + * @param {string[]} parts The dice roll component parts, excluding the initial d20 + * @param {object} [data] Actor or item data against which to parse the roll * - * @return {Promise} A Promise which resolves once the roll workflow has completed + * @param {boolean} [critical=false] Flag this roll as a critical hit for the purposes of fast-forward or default dialog action + * @param {number} [criticalBonusDice=0] A number of bonus damage dice that are added for critical hits + * @param {number} [criticalMultiplier=2] A critical hit multiplier which is applied to critical hits + * @param {boolean} [multiplyNumeric=false] Multiply numeric terms by the critical multiplier + * @param {boolean} [powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits + + * @param {boolean} [fastForward=false] Allow fast-forward advantage selection + * @param {Event}[event] The triggering event which initiated the roll + * @param {boolean} [allowCritical=true] Allow the opportunity for a critical hit to be rolled + * @param {string} [template] The HTML template used to render the roll dialog + * @param {string} [title] The dice roll UI window title + * @param {object} [dialogOptions] Configuration dialog options + * + * @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll + * @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any + * @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll + * @param {object} [speaker] The ChatMessage speaker to pass when creating the chat + * @param {string} [flavor] Flavor text to use in the posted chat message + * + * @return {Promise} The evaluated DamageRoll, or null if the workflow was canceled */ -export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor, - allowCritical=true, critical=false, criticalBonusDice=0, criticalMultiplier=2, fastForward=null, - dialogOptions={}, chatMessage=true, messageData={}}={}) { +export async function damageRoll({ + parts=[], data, // Roll creation + critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization + fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration + chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization + }={}) { - // Prepare Message Data - messageData.flavor = flavor || title; - messageData.speaker = speaker || ChatMessage.getSpeaker(); - const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")}; - parts = parts.concat(["@bonus"]); + // Handle input arguments + const defaultRollMode = rollMode || game.settings.get("core", "rollMode"); - // Define inner roll function - const _roll = function(parts, crit, form) { - - // Optionally include a situational bonus - if ( form ) { - data['bonus'] = form.bonus.value; - messageOptions.rollMode = form.rollMode.value; - } - if (!data["bonus"]) parts.pop(); - - // Create the damage roll - let roll = new Roll(parts.join("+"), data); - - // Modify the damage formula for critical hits - if ( crit === true ) { - roll.alter(criticalMultiplier, 0); // Multiply all dice - if ( roll.terms[0] instanceof Die ) { // Add bonus dice for only the main dice term - roll.terms[0].alter(1, criticalBonusDice); - roll._formula = roll.formula; - } - messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`; - if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true; - } - - // Execute the roll - try { - roll.evaluate() - if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll - return roll; - } catch(err) { - console.error(err); - ui.notifications.error(`Dice roll evaluation failed: ${err.message}`); - return null; - } - }; - - // Create the Roll instance - const roll = fastForward ? _roll(parts, critical) : await _damageRollDialog({ - template, title, parts, data, allowCritical, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll + // Construct the DamageRoll instance + const formula = parts.join(" + "); + const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event}); + const roll = new CONFIG.Dice.DamageRoll(formula, data, { + flavor: flavor || title, + critical: isCritical, + criticalBonusDice, + criticalMultiplier, + multiplyNumeric, + powerfulCritical }); - // Create a Chat Message - if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions); - return roll; + // Prompt a Dialog to further configure the DamageRoll + if ( !isFF ) { + const configured = await roll.configureDialog({ + title, + defaultRollMode: defaultRollMode, + defaultCritical: isCritical, + template, + allowCritical + }, dialogOptions); + if ( configured === null ) return null; + } + // Evaluate the configured roll + await roll.evaluate({async: true}); + + // Create a Chat Message + if ( speaker ) { + console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`); + messageData.speaker = speaker; + } + if ( roll && chatMessage ) await roll.toMessage(messageData); + return roll; } /* -------------------------------------------- */ /** - * Present a Dialog form which creates a damage roll once submitted - * @return {Promise} - * @private + * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied + * @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit */ -async function _damageRollDialog({template, title, parts, data, allowCritical, rollMode, dialogOptions, roll}={}) { - - // Render modal dialog - template = template || "systems/sw5e/templates/chat/roll-dialog.html"; - let dialogData = { - formula: parts.join(" + "), - data: data, - rollMode: rollMode, - rollModes: CONFIG.Dice.rollModes - }; - const html = await renderTemplate(template, dialogData); - - // Create the Dialog window - return new Promise(resolve => { - new Dialog({ - title: title, - content: html, - buttons: { - critical: { - condition: allowCritical, - label: game.i18n.localize("SW5E.CriticalHit"), - callback: html => resolve(roll(parts, true, html[0].querySelector("form"))) - }, - normal: { - label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"), - callback: html => resolve(roll(parts, false, html[0].querySelector("form"))) - }, - }, - default: "normal", - close: () => resolve(null) - }, dialogOptions).render(true); - }); +function _determineCriticalMode({event, critical=false, fastForward=false}={}) { + const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); + if ( event?.altKey ) critical = true; + return {isFF, isCritical: critical}; } diff --git a/module/dice/d20-roll.js b/module/dice/d20-roll.js new file mode 100644 index 00000000..c4b40824 --- /dev/null +++ b/module/dice/d20-roll.js @@ -0,0 +1,217 @@ +/** + * A type of Roll specific to a d20-based check, save, or attack roll in the 5e system. + * @param {string} formula The string formula to parse + * @param {object} data The data object against which to parse attributes within the formula + * @param {object} [options={}] Extra optional arguments which describe or modify the D20Roll + * @param {number} [options.advantageMode] What advantage modifier to apply to the roll (none, advantage, disadvantage) + * @param {number} [options.critical] The value of d20 result which represents a critical success + * @param {number} [options.fumble] The value of d20 result which represents a critical failure + * @param {(number)} [options.targetValue] Assign a target value against which the result of this roll should be compared + * @param {boolean} [options.elvenAccuracy=false] Allow Elven Accuracy to modify this roll? + * @param {boolean} [options.halflingLucky=false] Allow Halfling Luck to modify this roll? + * @param {boolean} [options.reliableTalent=false] Allow Reliable Talent to modify this roll? + */ +// TODO: Check elven accuracy, halfling lucky, and reliable talent are required +// Elven Accuracy is Supreme accuracy feat, Reliable Talent is operative's Reliable Talent Class Feat +export default class D20Roll extends Roll { + constructor(formula, data, options) { + super(formula, data, options); + if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) { + throw new Error(`Invalid D20Roll formula provided ${this._formula}`); + } + this.configureModifiers(); + } + + /* -------------------------------------------- */ + + /** + * Advantage mode of a 5e d20 roll + * @enum {number} + */ + static ADV_MODE = { + NORMAL: 0, + ADVANTAGE: 1, + DISADVANTAGE: -1, + } + + /** + * The HTML template path used to configure evaluation of this Roll + * @type {string} + */ + static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html"; + + /* -------------------------------------------- */ + + /** + * A convenience reference for whether this D20Roll has advantage + * @type {boolean} + */ + get hasAdvantage() { + return this.options.advantageMode === D20Roll.ADV_MODE.ADVANTAGE; + } + + /** + * A convenience reference for whether this D20Roll has disadvantage + * @type {boolean} + */ + get hasDisadvantage() { + return this.options.advantageMode === D20Roll.ADV_MODE.DISADVANTAGE; + } + + /* -------------------------------------------- */ + /* D20 Roll Methods */ + /* -------------------------------------------- */ + + /** + * Apply optional modifiers which customize the behavior of the d20term + * @private + */ + configureModifiers() { + const d20 = this.terms[0]; + d20.modifiers = []; + + // Halfling Lucky + if ( this.options.halflingLucky ) d20.modifiers.push("r1=1"); + + // Reliable Talent + if ( this.options.reliableTalent ) d20.modifiers.push("min10"); + + // Handle Advantage or Disadvantage + if ( this.hasAdvantage ) { + d20.number = this.options.elvenAccuracy ? 3 : 2; + d20.modifiers.push("kh"); + d20.options.advantage = true; + } + else if ( this.hasDisadvantage ) { + d20.number = 2; + d20.modifiers.push("kl"); + d20.options.disadvantage = true; + } + else d20.number = 1; + + // Assign critical and fumble thresholds + if ( this.options.critical ) d20.options.critical = this.options.critical; + if ( this.options.fumble ) d20.options.fumble = this.options.fumble; + if ( this.options.targetValue ) d20.options.target = this.options.targetValue; + + // Re-compile the underlying formula + this._formula = this.constructor.getFormula(this.terms); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + async toMessage(messageData={}, options={}) { + + // Evaluate the roll now so we have the results available to determine whether reliable talent came into play + if ( !this._evaluated ) await this.evaluate({async: true}); + + // Add appropriate advantage mode message flavor and sw5e roll flags + messageData.flavor = messageData.flavor || this.options.flavor; + if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`; + else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`; + + // Add reliable talent to the d20-term flavor text if it applied + if ( this.options.reliableTalent ) { + const d20 = this.dice[0]; + const isRT = d20.results.every(r => !r.active || (r.result < 10)); + const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`; + if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label; + } + + // Record the preferred rollMode + options.rollMode = options.rollMode ?? this.options.rollMode; + return super.toMessage(messageData, options); + } + + /* -------------------------------------------- */ + /* Configuration Dialog */ + /* -------------------------------------------- */ + + /** + * Create a Dialog prompt used to configure evaluation of an existing D20Roll instance. + * @param {object} data Dialog configuration data + * @param {string} [data.title] The title of the shown dialog window + * @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to + * @param {number} [data.defaultAction] The button marked as default + * @param {boolean} [data.chooseModifier] Choose which ability modifier should be applied to the roll? + * @param {string} [data.defaultAbility] For tool rolls, the default ability modifier applied to the roll + * @param {string} [data.template] A custom path to an HTML template to use instead of the default + * @param {object} options Additional Dialog customization options + * @returns {Promise} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed + */ + async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) { + + // Render the Dialog inner HTML + const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { + formula: `${this.formula} + @bonus`, + defaultRollMode, + rollModes: CONFIG.Dice.rollModes, + chooseModifier, + defaultAbility, + abilities: CONFIG.SW5E.abilities + }); + + let defaultButton = "normal"; + switch (defaultAction) { + case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break; + case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break; + } + + // Create the Dialog window and await submission of the form + return new Promise(resolve => { + new Dialog({ + title, + content, + buttons: { + advantage: { + label: game.i18n.localize("SW5E.Advantage"), + callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE)) + }, + normal: { + label: game.i18n.localize("SW5E.Normal"), + callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL)) + }, + disadvantage: { + label: game.i18n.localize("SW5E.Disadvantage"), + callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE)) + } + }, + default: defaultButton, + close: () => resolve(null) + }, options).render(true); + }); + } + + /* -------------------------------------------- */ + + /** + * Handle submission of the Roll evaluation configuration Dialog + * @param {jQuery} html The submitted dialog content + * @param {number} advantageMode The chosen advantage mode + * @private + */ + _onDialogSubmit(html, advantageMode) { + const form = html[0].querySelector("form"); + + // Append a situational bonus term + if ( form.bonus.value ) { + const bonus = new Roll(form.bonus.value, this.data); + if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"})); + this.terms = this.terms.concat(bonus.terms); + } + + // Customize the modifier + if ( form.ability?.value ) { + const abl = this.data.abilities[form.ability.value]; + this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod})); + this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`; + } + + // Apply advantage or disadvantage + this.options.advantageMode = advantageMode; + this.options.rollMode = form.rollMode.value; + this.configureModifiers(); + return this; + } +} diff --git a/module/dice/damage-roll.js b/module/dice/damage-roll.js new file mode 100644 index 00000000..cc901fb2 --- /dev/null +++ b/module/dice/damage-roll.js @@ -0,0 +1,181 @@ +/** + * A type of Roll specific to a damage (or healing) roll in the 5e system. + * @param {string} formula The string formula to parse + * @param {object} data The data object against which to parse attributes within the formula + * @param {object} [options={}] Extra optional arguments which describe or modify the DamageRoll + * @param {number} [options.criticalBonusDice=0] A number of bonus damage dice that are added for critical hits + * @param {number} [options.criticalMultiplier=2] A critical hit multiplier which is applied to critical hits + * @param {boolean} [options.multiplyNumeric=false] Multiply numeric terms by the critical multiplier + * @param {boolean} [options.powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits + * + */ +export default class DamageRoll extends Roll { + constructor(formula, data, options) { + super(formula, data, options); + // For backwards compatibility, skip rolls which do not have the "critical" option defined + if ( this.options.critical !== undefined ) this.configureDamage(); + } + + /** + * The HTML template path used to configure evaluation of this Roll + * @type {string} + */ + static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html"; + + /* -------------------------------------------- */ + + /** + * A convenience reference for whether this DamageRoll is a critical hit + * @type {boolean} + */ + get isCritical() { + return this.options.critical; + } + + /* -------------------------------------------- */ + /* Damage Roll Methods */ + /* -------------------------------------------- */ + + /** + * Apply optional modifiers which customize the behavior of the d20term + * @private + */ + configureDamage() { + let flatBonus = 0; + for ( let [i, term] of this.terms.entries() ) { + + // Multiply dice terms + if ( term instanceof DiceTerm ) { + term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back + term.number = term.options.baseNumber; + if ( this.isCritical ) { + let cm = this.options.criticalMultiplier ?? 2; + + // Powerful critical - maximize damage and reduce the multiplier by 1 + if ( this.options.powerfulCritical ) { + flatBonus += (term.number * term.faces); + cm = Math.max(1, cm-1); + } + + // Alter the damage term + let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0; + term.alter(cm, cb); + term.options.critical = true; + } + + } + + // Multiply numeric terms + else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) { + term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back + term.number = term.options.baseNumber; + if ( this.isCritical ) { + term.number *= (this.options.criticalMultiplier ?? 2); + term.options.critical = true; + } + } + } + + // Add powerful critical bonus + if ( this.options.powerfulCritical && (flatBonus > 0) ) { + this.terms.push(new OperatorTerm({operator: "+"})); + this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})); + } + + // Re-compile the underlying formula + this._formula = this.constructor.getFormula(this.terms); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + toMessage(messageData={}, options={}) { + messageData.flavor = messageData.flavor || this.options.flavor; + if ( this.isCritical ) { + const label = game.i18n.localize("SW5E.CriticalHit"); + messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label; + } + options.rollMode = options.rollMode ?? this.options.rollMode; + return super.toMessage(messageData, options); + } + + /* -------------------------------------------- */ + /* Configuration Dialog */ + /* -------------------------------------------- */ + + /** + * Create a Dialog prompt used to configure evaluation of an existing D20Roll instance. + * @param {object} data Dialog configuration data + * @param {string} [data.title] The title of the shown dialog window + * @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to + * @param {string} [data.defaultCritical] Should critical be selected as default + * @param {string} [data.template] A custom path to an HTML template to use instead of the default + * @param {boolean} [data.allowCritical=true] Allow critical hit to be chosen as a possible damage mode + * @param {object} options Additional Dialog customization options + * @returns {Promise} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed + */ + async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) { + + // Render the Dialog inner HTML + const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { + formula: `${this.formula} + @bonus`, + defaultRollMode, + rollModes: CONFIG.Dice.rollModes, + }); + + // Create the Dialog window and await submission of the form + return new Promise(resolve => { + new Dialog({ + title, + content, + buttons: { + critical: { + condition: allowCritical, + label: game.i18n.localize("SW5E.CriticalHit"), + callback: html => resolve(this._onDialogSubmit(html, true)) + }, + normal: { + label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"), + callback: html => resolve(this._onDialogSubmit(html, false)) + } + }, + default: defaultCritical ? "critical" : "normal", + close: () => resolve(null) + }, options).render(true); + }); + } + + /* -------------------------------------------- */ + + /** + * Handle submission of the Roll evaluation configuration Dialog + * @param {jQuery} html The submitted dialog content + * @param {boolean} isCritical Is the damage a critical hit? + * @private + */ + _onDialogSubmit(html, isCritical) { + const form = html[0].querySelector("form"); + + // Append a situational bonus term + if ( form.bonus.value ) { + const bonus = new Roll(form.bonus.value, this.data); + if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"})); + this.terms = this.terms.concat(bonus.terms); + } + + // Apply advantage or disadvantage + this.options.critical = isCritical; + this.options.rollMode = form.rollMode.value; + this.configureDamage(); + return this; + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + static fromData(data) { + const roll = super.fromData(data); + roll._formula = this.getFormula(roll.terms); + return roll; + } +} diff --git a/module/dice/roll-dialog.js b/module/dice/roll-dialog.js new file mode 100644 index 00000000..724b3999 --- /dev/null +++ b/module/dice/roll-dialog.js @@ -0,0 +1,15 @@ +/** + * @deprecated since 1.3.0 + * @ignore + */ +async function d20Dialog(data, options) { + throw new Error(`The d20Dialog helper method is deprecated in favor of D20Roll#configureDialog`); +} + +/** + * @deprecated since 1.3.0 + * @ignore + */ +async function damageDialog(data, options) { + throw new Error(`The damageDialog helper method is deprecated in favor of DamageRoll#configureDialog`); +} diff --git a/module/effects.js b/module/effects.js index 0d957fdb..ef66ef77 100644 --- a/module/effects.js +++ b/module/effects.js @@ -10,13 +10,13 @@ export function onManageActiveEffect(event, owner) { const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null; switch ( a.dataset.action ) { case "create": - return ActiveEffect.create({ - label: "New Effect", + return owner.createEmbeddedDocuments("ActiveEffect", [{ + label: game.i18n.localize("SW5E.EffectNew"), icon: "icons/svg/aura.svg", origin: owner.uuid, "duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined, disabled: li.dataset.effectType === "inactive" - }, owner).create(); + }]); case "edit": return effect.sheet.render(true); case "delete": @@ -37,17 +37,17 @@ export function prepareActiveEffectCategories(effects) { const categories = { temporary: { type: "temporary", - label: "SW5E.EffectsCategoryTemporary", + label: game.i18n.localize("SW5E.EffectTemporary"), effects: [] }, passive: { type: "passive", - label: "SW5E.EffectsCategoryPassive", + label: game.i18n.localize("SW5E.EffectPassive"), effects: [] }, inactive: { type: "inactive", - label: "SW5E.EffectsCategoryInactive", + label: game.i18n.localize("SW5E.EffectInactive"), effects: [] } }; diff --git a/module/item/entity.js b/module/item/entity.js index a652085b..11ffc620 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -2,7 +2,8 @@ import {simplifyRollFormula, d20Roll, damageRoll} from "../dice.js"; import AbilityUseDialog from "../apps/ability-use-dialog.js"; /** - * Override and extend the basic :class:`Item` implementation + * Override and extend the basic Item implementation + * @extends {Item} */ export default class Item5e extends Item { @@ -44,12 +45,15 @@ export default class Item5e extends Item { else if (this.data.type === "weapon") { const wt = itemData.weaponType; - // Melee weapons - Str or Dex if Finesse (PHB pg. 147) - if ( ["simpleVW", "martialVW", "simpleLW", "martialLW"].includes(wt) ) { - if (itemData.properties.fin === true) { // Finesse weapons - return (actorData.abilities["dex"].mod >= actorData.abilities["str"].mod) ? "dex" : "str"; - } - return "str"; + // Weapons using the powercasting modifier + // No current SW5e weapons use this, but it's worth checking just in case + if (["mpak", "rpak"].includes(itemData.actionType)) { + return actorData.attributes.powercasting || "int"; + } + + // Finesse weapons - Str or Dex (PHB pg. 147) + else if (itemData.properties.fin === true) { + return (actorData.abilities["dex"].mod >= actorData.abilities["str"].mod) ? "dex" : "str"; } // Ranged weapons - Dex (PH p.194) @@ -144,7 +148,7 @@ export default class Item5e extends Item { get hasLimitedUses() { let chg = this.data.data.recharge || {}; let uses = this.data.data.uses || {}; - return !!chg.value || (!!uses.per && (uses.max > 0)); + return !!chg.value || (uses.per && (uses.max > 0)); } /* -------------------------------------------- */ @@ -154,8 +158,8 @@ export default class Item5e extends Item { /** * Augment the basic Item data model with additional dynamic data. */ - prepareData() { - super.prepareData(); + prepareDerivedData() { + super.prepareDerivedData(); // Get the Item's data const itemData = this.data; @@ -190,6 +194,7 @@ export default class Item5e extends Item { else labels.featType = game.i18n.localize("SW5E.Passive"); } + // TODO: Something with all this // Species Items else if ( itemData.type === "species" ) { // labels.species = C.species[data.species]; @@ -205,19 +210,27 @@ export default class Item5e extends Item { // Class Feature Items else if ( itemData.type === "classfeature" ) { // labels.classFeature = C.classFeature[data.classFeature]; - } - // Fighting Style Items - else if ( itemData.type === "fightingstyle" ) { - // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; - } - // Fighting Mastery Items - else if ( itemData.type === "fightingmastery" ) { - // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; - } - // Lightsaber Form Items - else if ( itemData.type === "lightsaberform" ) { - // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; - } + } + // Deployment Items + else if ( itemData.type === "deployment" ) { + // labels.deployment = C.deployment[data.deployment]; + } + // Venture Items + else if ( itemData.type === "venture" ) { + // labels.venture = C.venture[data.venture]; + } + // Fighting Style Items + else if ( itemData.type === "fightingstyle" ) { + // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; + } + // Fighting Mastery Items + else if ( itemData.type === "fightingmastery" ) { + // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; + } + // Lightsaber Form Items + else if ( itemData.type === "lightsaberform" ) { + // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; + } // Equipment Items else if ( itemData.type === "equipment" ) { @@ -242,7 +255,7 @@ export default class Item5e extends Item { // Range Label let rng = data.range || {}; - if (["none", "touch", "self"].includes(rng.units) || (rng.value === 0)) { + if ( ["none", "touch", "self"].includes(rng.units) ) { rng.value = null; rng.long = null; } @@ -260,34 +273,64 @@ export default class Item5e extends Item { // Item Actions if ( data.hasOwnProperty("actionType") ) { - // if this item is owned, we populate the label and saving throw during actor init - if (!this.isOwned) { - // Saving throws - this.getSaveDC(); - - // To Hit - this.getAttackToHit(); - } - // Damage let dam = data.damage || {}; - if ( dam.parts ) { + if (dam.parts) { labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- "); labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", "); } + } + + // if this item is owned, we prepareFinalAttributes() at the end of actor init + if (!this.isOwned) this.prepareFinalAttributes(); + } + + /* -------------------------------------------- */ + + /** + * Compute item attributes which might depend on prepared actor data. + */ + prepareFinalAttributes() { + if ( this.data.data.hasOwnProperty("actionType") ) { + // Saving throws + this.getSaveDC(); + + // To Hit + this.getAttackToHit(); // Limited Uses - if ( this.isOwned && !!data.uses?.max ) { - let max = data.uses.max; - if ( !Number.isNumeric(max) ) { - max = Roll.replaceFormulaData(max, this.actor.getRollData()); - if ( Roll.MATH_PROXY.safeEval ) max = Roll.MATH_PROXY.safeEval(max); - } - data.uses.max = Number(max); - } + this.prepareMaxUses(); + + // Damage Label + this.getDerivedDamageLabel(); } } + /* -------------------------------------------- */ + + /** + * Populate a label with the compiled and simplified damage formula + * based on owned item actor data. This is only used for display + * purposes and is not related to Item5e#rollDamage + * + * @returns {Array} array of objects with `formula` and `damageType` + */ + getDerivedDamageLabel() { + const itemData = this.data.data; + if ( !this.hasDamage || !itemData || !this.isOwned ) return []; + + const rollData = this.getRollData(); + + const derivedDamage = itemData.damage?.parts?.map((damagePart) => ({ + formula: simplifyRollFormula(damagePart[0], rollData, { constantFirst: false }), + damageType: damagePart[1], + })); + + this.labels.derivedDamage = derivedDamage + + return derivedDamage; + } + /* -------------------------------------------- */ /** @@ -401,6 +444,31 @@ export default class Item5e extends Item { /* -------------------------------------------- */ + /** + * Populates the max uses of an item. + * If the item is an owned item and the `max` is not numeric, calculate based on actor data. + */ + prepareMaxUses() { + const data = this.data.data; + if (!data.uses?.max) return; + let max = data.uses.max; + + // if this is an owned item and the max is not numeric, we need to calculate it + if (this.isOwned && !Number.isNumeric(max)) { + if (this.actor.data === undefined) return; + try { + max = Roll.replaceFormulaData(max, this.actor.getRollData(), {missing: 0, warn: true}); + max = Roll.safeEval(max); + } catch(e) { + console.error('Problem preparing Max uses for', this.data.name, e); + return; + } + } + data.uses.max = Number(max); + } + + /* -------------------------------------------- */ + /** * Roll the item to Chat, creating a chat card which contains follow up attack or damage roll options * @param {boolean} [configureDialog] Display a configuration dialog for the item roll, if applicable? @@ -411,16 +479,18 @@ export default class Item5e extends Item { */ async roll({configureDialog=true, rollMode, createMessage=true}={}) { let item = this; + const id = this.data.data; // Item system data const actor = this.actor; + const ad = actor.data.data; // Actor system data // Reference aspects of the item data necessary for usage - const id = this.data.data; // Item data const hasArea = this.hasAreaTarget; // Is the ability usage an AoE? const resource = id.consume || {}; // Resource consumption const recharge = id.recharge || {}; // Recharge mechanic const uses = id?.uses ?? {}; // Limited uses const isPower = this.type === "power"; // Does the item require a power slot? // TODO: Possibly Mod this to not consume slots based on class? + // We could use this for feats and architypes that let a character cast one slot every rest or so const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode); // Define follow-up actions resulting from the item usage @@ -430,6 +500,8 @@ export default class Item5e extends Item { let consumePowerSlot = requirePowerSlot; // Consume a power slot let consumeUsage = !!uses.per; // Consume limited uses let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses + let consumePowerLevel = null; // Consume a specific category of power slot + if ( requirePowerSlot ) consumePowerLevel = id.preparation.mode === "pact" ? "pact" : `power${id.level}`; // Display a configuration dialog to customize the usage const needsConfiguration = createMeasuredTemplate || consumeRecharge || (consumeResource && !['simpleB', 'martialB'].includes(id.weaponType)) || consumePowerSlot || (consumeUsage && !['simpleB', 'martialB'].includes(id.weaponType)); @@ -447,28 +519,28 @@ export default class Item5e extends Item { // Handle power upcasting if ( requirePowerSlot ) { - const slotLevel = configuration.level; - const powerLevel = parseInt(slotLevel); - - if (powerLevel !== id.level) { - const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false}); - item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version + consumePowerLevel = `power${configuration.level}`; + if (consumePowerSlot === false) consumePowerLevel = null; + const upcastLevel = parseInt(configuration.level); + if (upcastLevel !== id.level) { + item = this.clone({"data.level": upcastLevel}, {keepId: true}); + item.data.update({_id: this.id}); // Retain the original ID (needed until 0.8.2+) + item.prepareFinalAttributes(); // Power save DC, etc... } - if ( consumePowerSlot ) consumePowerSlot = `power${powerLevel}`; } } // Determine whether the item can be used by testing for resource consumption - const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity}); + const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerLevel, consumeUsage, consumeQuantity}); if ( !usage ) return; const {actorUpdates, itemUpdates, resourceUpdates} = usage; // Commit pending data updates - if ( !isObjectEmpty(itemUpdates) ) await item.update(itemUpdates); + if ( !foundry.utils.isObjectEmpty(itemUpdates) ) await item.update(itemUpdates); if ( consumeQuantity && (item.data.data.quantity === 0) ) await item.delete(); - if ( !isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates); - if ( !isObjectEmpty(resourceUpdates) ) { + if ( !foundry.utils.isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates); + if ( !foundry.utils.isObjectEmpty(resourceUpdates) ) { const resource = actor.items.get(id.consume?.target); if ( resource ) await resource.update(resourceUpdates); } @@ -491,12 +563,12 @@ export default class Item5e extends Item { * @param {boolean} consumeQuantity Consume quantity of the item if other consumption modes are not available? * @param {boolean} consumeRecharge Whether the item consumes the recharge mechanic * @param {boolean} consumeResource Whether the item consumes a limited resource - * @param {string|boolean} consumePowerSlot A level of power slot consumed, or false + * @param {string|null} consumePowerLevel The category of power slot to consume, or null * @param {boolean} consumeUsage Whether the item consumes a limited usage * @returns {object|boolean} A set of data changes to apply when the item is used, or false * @private */ - _getUsageUpdates({consumeQuantity=false, consumeRecharge=false, consumeResource=false, consumePowerSlot=false, consumeUsage=false}) { + _getUsageUpdates({consumeQuantity, consumeRecharge, consumeResource, consumePowerLevel, consumeUsage}) { // Reference item data const id = this.data.data; @@ -521,8 +593,9 @@ export default class Item5e extends Item { } // Consume Power Slots and Force/Tech Points - if ( consumePowerSlot ) { - const level = this.actor?.data.data.powers[consumePowerSlot]; + if ( consumePowerLevel ) { + if ( Number.isNumeric(consumePowerLevel) ) consumePowerLevel = `power${consumePowerLevel}`; + const level = this.actor?.data.data.powers[consumePowerLevel]; const fp = this.actor.data.data.attributes.force.points; const tp = this.actor.data.data.attributes.tech.points; const powerCost = id.level + 1; @@ -538,7 +611,7 @@ export default class Item5e extends Item { ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); return false; } - actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0); + actorUpdates[`data.powers.${consumePowerLevel}.fvalue`] = Math.max(powers - 1, 0); if (fp.temp >= powerCost) { actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost; }else{ @@ -554,7 +627,7 @@ export default class Item5e extends Item { ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); return false; } - actorUpdates[`data.powers.${consumePowerSlot}.tvalue`] = Math.max(powers - 1, 0); + actorUpdates[`data.powers.${consumePowerLevel}.tvalue`] = Math.max(powers - 1, 0); if (tp.temp >= powerCost) { actorUpdates["data.attributes.tech.points.temp"] = tp.temp - powerCost; }else{ @@ -693,11 +766,11 @@ export default class Item5e extends Item { */ async displayCard({rollMode, createMessage=true}={}) { - // Basic template rendering data + // Render the chat card template const token = this.actor.token; const templateData = { actor: this.actor, - tokenId: token ? `${token.scene._id}.${token.id}` : null, + tokenId: token?.uuid || null, item: this.data, data: this.getChatData(), labels: this.labels, @@ -707,17 +780,14 @@ export default class Item5e extends Item { isVersatile: this.isVersatile, isPower: this.data.type === "power", hasSave: this.hasSave, - hasAreaTarget: this.hasAreaTarget + hasAreaTarget: this.hasAreaTarget, + isTool: this.data.type === "tool" }; - - // Render the chat card template - const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item"; - const template = `systems/sw5e/templates/chat/${templateType}-card.html`; - const html = await renderTemplate(template, templateData); + const html = await renderTemplate("systems/sw5e/templates/chat/item-card.html", templateData); // Create the ChatMessage data object const chatData = { - user: game.user._id, + user: game.user.data._id, type: CONST.CHAT_MESSAGE_TYPES.OTHER, content: html, flavor: this.data.data.chatFlavor || this.name, @@ -747,7 +817,7 @@ export default class Item5e extends Item { * @return {Object} An object of chat data to render */ getChatData(htmlOptions={}) { - const data = duplicate(this.data.data); + const data = foundry.utils.deepClone(this.data.data); const labels = this.labels; // Rich text description @@ -941,12 +1011,11 @@ export default class Item5e extends Item { } // Elven Accuracy - if ( ["weapon", "power"].includes(this.data.type) ) { - if (flags.elvenAccuracy && ["dex", "int", "wis", "cha"].includes(this.abilityMod)) { - rollConfig.elvenAccuracy = true; - } + if ( flags.elvenAccuracy && ["dex", "int", "wis", "cha"].includes(this.abilityMod) ) { + rollConfig.elvenAccuracy = true; } + // Apply Halfling Lucky if ( flags.halflingLucky ) rollConfig.halflingLucky = true; @@ -1181,11 +1250,17 @@ export default class Item5e extends Item { const parts = [`@mod`, "@prof"]; const title = `${this.name} - ${game.i18n.localize("SW5E.ToolCheck")}`; + // Add global actor bonus + const bonuses = getProperty(this.actor.data.data, "bonuses.abilities") || {}; + if ( bonuses.check ) { + parts.push("@checkBonus"); + rollData.checkBonus = bonuses.check; + } + // Compose the roll data const rollConfig = mergeObject({ parts: parts, data: rollData, - template: "systems/sw5e/templates/chat/tool-roll-dialog.html", title: title, speaker: ChatMessage.getSpeaker({actor: this.actor}), flavor: title, @@ -1194,6 +1269,7 @@ export default class Item5e extends Item { top: options.event ? options.event.clientY - 80 : null, left: window.innerWidth - 710, }, + chooseModifier: true, halflingLucky: this.actor.getFlag("sw5e", "halflingLucky" ) || false, reliableTalent: (this.data.data.proficient >= 1) && this.actor.getFlag("sw5e", "reliableTalent"), messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id }} @@ -1213,13 +1289,16 @@ export default class Item5e extends Item { getRollData() { if ( !this.actor ) return null; const rollData = this.actor.getRollData(); - rollData.item = duplicate(this.data.data); + rollData.item = foundry.utils.deepClone(this.data.data); // Include an ability score modifier if one exists const abl = this.abilityMod; if ( abl ) { const ability = rollData.abilities[abl]; - rollData["mod"] = ability.mod || 0; + if ( !ability ) { + console.warn(`Item ${this.name} in Actor ${this.actor.name} has an invalid item ability modifier of ${abl} defined`); + } + rollData["mod"] = ability?.mod || 0; } // Include a proficiency score @@ -1261,12 +1340,12 @@ export default class Item5e extends Item { if ( !( isTargetted || game.user.isGM || message.isAuthor ) ) return; // Recover the actor for the chat card - const actor = this._getChatCardActor(card); + const actor = await this._getChatCardActor(card); if ( !actor ) return; // Get the Item from stored flag data or by the item ID on the Actor const storedData = message.getFlag("sw5e", "itemData"); - const item = storedData ? this.createOwned(storedData, actor) : actor.getOwnedItem(card.dataset.itemId); + const item = storedData ? new this(storedData, {parent: actor}) : actor.items.get(card.dataset.itemId); if ( !item ) { return ui.notifications.error(game.i18n.format("SW5E.ActionWarningNoItem", {item: card.dataset.itemId, name: actor.name})) } @@ -1329,17 +1408,12 @@ export default class Item5e extends Item { * @return {Actor|null} The Actor entity or null * @private */ - static _getChatCardActor(card) { + static async _getChatCardActor(card) { // Case 1 - a synthetic actor from a Token - const tokenKey = card.dataset.tokenId; - if (tokenKey) { - const [sceneId, tokenId] = tokenKey.split("."); - const scene = game.scenes.get(sceneId); - if (!scene) return null; - const tokenData = scene.getEmbeddedEntity("Token", tokenId); - if (!tokenData) return null; - const token = new Token(tokenData); + if ( card.dataset.tokenId ) { + const token = await fromUuid(card.dataset.tokenId); + if ( !token ) return null; return token.actor; } @@ -1353,7 +1427,7 @@ export default class Item5e extends Item { /** * Get the Actor which is the author of a chat card * @param {HTMLElement} card The chat card being used - * @return {Array.} An Array of Actor entities, if any + * @return {Actor[]} An Array of Actor entities, if any * @private */ static _getChatCardTargets(card) { @@ -1364,14 +1438,159 @@ export default class Item5e extends Item { } /* -------------------------------------------- */ - /* Factory Methods */ + /* Event Handlers */ /* -------------------------------------------- */ + /** @inheritdoc */ + async _preCreate(data, options, user) { + await super._preCreate(data, options, user); + if ( !this.isEmbedded || (this.parent.type === "vehicle") ) return; + const actorData = this.parent.data; + const isNPC = this.parent.type === "npc"; + let updates; + switch (data.type) { + case "equipment": + updates = this._onCreateOwnedEquipment(data, actorData, isNPC); + break; + case "weapon": + updates = this._onCreateOwnedWeapon(data, actorData, isNPC); + break; + case "power": + updates = this._onCreateOwnedPower(data, actorData, isNPC); + break; + } + if (updates) return this.data.update(updates); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + _onCreate(data, options, userId) { + super._onCreate(data, options, userId); + + // The below options are only needed for character classes + if ( userId !== game.user.id ) return; + const isCharacterClass = this.parent && (this.parent.type !== "vehicle") && (this.type === "class"); + if ( !isCharacterClass ) return; + + // Assign a new primary class + const pc = this.parent.items.get(this.parent.data.data.details.originalClass); + if ( !pc ) this.parent._assignPrimaryClass(); + + // Prompt to add new class features + if (options.addFeatures === false) return; + this.parent.getClassFeatures({ + className: this.name, + archetypeName: this.data.data.archetype, + level: this.data.data.levels + }).then(features => { + return this.parent.addEmbeddedItems(features, options.promptAddFeatures); + }); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + _onUpdate(changed, options, userId) { + super._onUpdate(changed, options, userId); + + // The below options are only needed for character classes + if ( userId !== game.user.id ) return; + const isCharacterClass = this.parent && (this.parent.type !== "vehicle") && (this.type === "class"); + if ( !isCharacterClass ) return; + + // Prompt to add new class features + const addFeatures = changed["name"] || (changed.data && ["archetype", "levels"].some(k => k in changed.data)); + if ( !addFeatures || (options.addFeatures === false) ) return; + this.parent.getClassFeatures({ + className: changed.name || this.name, + archetypeName: changed.data?.archetype || this.data.data.archetype, + level: changed.data?.levels || this.data.data.levels + }).then(features => { + return this.parent.addEmbeddedItems(features, options.promptAddFeatures); + }); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + _onDelete(options, userId) { + super._onDelete(options, userId); + + // Assign a new primary class + if ( this.parent && (this.type === "class") && (userId === game.user.id) ) { + if ( this.id !== this.parent.data.data.details.originalClass ) return; + this.parent._assignPrimaryClass(); + } + } + + /* -------------------------------------------- */ + + /** + * Pre-creation logic for the automatic configuration of owned equipment type Items + * @private + */ + _onCreateOwnedEquipment(data, actorData, isNPC) { + const updates = {}; + if ( foundry.utils.getProperty(data, "data.equipped") === undefined ) { + updates["data.equipped"] = isNPC; // NPCs automatically equip equipment + } + if ( foundry.utils.getProperty(data, "data.proficient") === undefined ) { + if ( isNPC ) { + updates["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + const armorProf = CONFIG.SW5E.armorProficienciesMap[data.data?.armor?.type]; // Player characters check proficiency + const actorArmorProfs = actorData.data.traits?.armorProf?.value || []; + updates["data.proficient"] = (armorProf === true) || actorArmorProfs.includes(armorProf); + } + } + return updates; + } + + /* -------------------------------------------- */ + + /** + * Pre-creation logic for the automatic configuration of owned power type Items + * @private + */ + _onCreateOwnedPower(data, actorData, isNPC) { + const updates = {}; + updates["data.preparation.prepared"] = true; // Automatically prepare powers for everyone + return updates; + } + + /* -------------------------------------------- */ + + /** + * Pre-creation logic for the automatic configuration of owned weapon type Items + * @private + */ + _onCreateOwnedWeapon(data, actorData, isNPC) { + const updates = {}; + if ( foundry.utils.getProperty(data, "data.equipped") === undefined ) { + updates["data.equipped"] = isNPC; // NPCs automatically equip weapons + } + if ( foundry.utils.getProperty(data, "data.proficient") === undefined ) { + if ( isNPC ) { + updates["data.proficient"] = true; // NPCs automatically have equipment proficiency + } else { + // TODO: With the changes to make weapon proficiencies more verbose, this may need revising + const weaponProf = CONFIG.SW5E.weaponProficienciesMap[data.data?.weaponType]; // Player characters check proficiency + const actorWeaponProfs = actorData.data.traits?.weaponProf?.value || []; + updates["data.proficient"] = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); + } + } + return updates; + } + + /* -------------------------------------------- */ + /* Factory Methods */ + /* -------------------------------------------- */ +// TODO: Make work properly /** * Create a consumable power scroll Item from a power Item. * @param {Item5e} power The power to be made into a scroll * @return {Item5e} The created scroll consumable item - * @private */ static async createScrollFromPower(power) { @@ -1380,7 +1599,7 @@ export default class Item5e extends Item { const {actionType, description, source, activation, duration, target, range, damage, save, level} = itemData.data; // Get scroll data - const scrollUuid = CONFIG.SW5E.powerScrollIds[level]; + const scrollUuid = `Compendium.${CONFIG.SW5E.sourcePacks.ITEMS}.${CONFIG.SW5E.powerScrollIds[level]}`; const scrollItem = await fromUuid(scrollUuid); const scrollData = scrollItem.data; delete scrollData._id; diff --git a/module/item/sheet.js b/module/item/sheet.js index 742e4d6f..ba3cfe06 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -18,9 +18,9 @@ export default class ItemSheet5e extends ItemSheet { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ static get defaultOptions() { - return mergeObject(super.defaultOptions, { + return foundry.utils.mergeObject(super.defaultOptions, { width: 560, height: 400, classes: ["sw5e", "sheet", "item"], @@ -32,7 +32,7 @@ export default class ItemSheet5e extends ItemSheet { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ get template() { const path = "systems/sw5e/templates/items/"; return `${path}/${this.item.data.type}.html`; @@ -43,33 +43,39 @@ export default class ItemSheet5e extends ItemSheet { /** @override */ async getData(options) { const data = super.getData(options); + const itemData = data.data; data.labels = this.item.labels; data.config = CONFIG.SW5E; // Item Type, Status, and Details data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`); - data.itemStatus = this._getItemStatus(data.item); - data.itemProperties = this._getItemProperties(data.item); - data.isPhysical = data.item.data.hasOwnProperty("quantity"); + data.itemStatus = this._getItemStatus(itemData); + data.itemProperties = this._getItemProperties(itemData); + data.isPhysical = itemData.data.hasOwnProperty("quantity"); // Potential consumption targets - data.abilityConsumptionTargets = this._getItemConsumptionTargets(data.item); + data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData); - // Action Detail + // Action Details data.hasAttackRoll = this.item.hasAttack; - data.isHealing = data.item.data.actionType === "heal"; - data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat"; - data.isLine = ["line", "wall"].includes(data.item.data.target?.type); + data.isHealing = itemData.data.actionType === "heal"; + data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat"; + data.isLine = ["line", "wall"].includes(itemData.data.target?.type); // Original maximum uses formula - if (this.item._data.data?.uses?.max) data.data.uses.max = this.item._data.data.uses.max; + const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max"); + if ( sourceMax ) itemData.data.uses.max = sourceMax; // Vehicles - data.isCrewed = data.item.data.activation?.type === "crew"; - data.isMountable = this._isItemMountable(data.item); + data.isCrewed = itemData.data.activation?.type === "crew"; + data.isMountable = this._isItemMountable(itemData); // Prepare Active Effects - data.effects = prepareActiveEffectCategories(this.entity.effects); + data.effects = prepareActiveEffectCategories(this.item.effects); + + // Re-define the template data references (backwards compatible) + data.item = itemData; + data.data = itemData.data; return data; } @@ -102,9 +108,11 @@ export default class ItemSheet5e extends ItemSheet { // Attributes else if (consume.type === "attribute") { - const attributes = Object.values(CombatTrackerConfig.prototype.getAttributeChoices())[0]; // Bit of a hack - return attributes.reduce((obj, a) => { - obj[a] = a; + const attributes = TokenDocument.getTrackedAttributes(actor.data.data); + attributes.bar.forEach(a => a.push("value")); + return attributes.bar.concat(attributes.value).reduce((obj, a) => { + let k = a.join("."); + obj[k] = k; return obj; }, {}); } @@ -176,7 +184,6 @@ export default class ItemSheet5e extends ItemSheet { ); } else if (item.type === "power") { props.push( - labels.components, labels.materials, item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null, item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null @@ -186,6 +193,7 @@ export default class ItemSheet5e extends ItemSheet { props.push(labels.armor); } else if (item.type === "feat") { props.push(labels.featType); + //TODO: Work out these } else if (item.type === "species") { //props.push(labels.species); } else if (item.type === "archetype") { @@ -194,6 +202,10 @@ export default class ItemSheet5e extends ItemSheet { //props.push(labels.background); } else if (item.type === "classfeature") { //props.push(labels.classfeature); + } else if (item.type === "deployment") { + //props.push(labels.deployment); + } else if (item.type === "venture") { + //props.push(labels.venture); } else if (item.type === "fightingmastery") { //props.push(labels.fightingmastery); } else if (item.type === "fightingstyle") { @@ -234,7 +246,7 @@ export default class ItemSheet5e extends ItemSheet { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ setPosition(position = {}) { if (!(this._minimized || position.height)) { position.height = this._tabs[0].active === "details" ? "auto" : this.options.height; @@ -246,7 +258,7 @@ export default class ItemSheet5e extends ItemSheet { /* Form Submission */ /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ _getSubmitData(updateData = {}) { // Create the expanded update data object const fd = new FormDataExtended(this.form, { editors: this.editors }); @@ -264,17 +276,14 @@ export default class ItemSheet5e extends ItemSheet { /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ activateListeners(html) { super.activateListeners(html); if (this.isEditable) { html.find(".damage-control").click(this._onDamageControl.bind(this)); - html.find(".trait-selector.class-skills").click(this._onConfigureClassSkills.bind(this)); + html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this)); html.find(".effect-control").click((ev) => { - if (this.item.isOwned) - return ui.notifications.warn( - "Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update." - ); + if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."); onManageActiveEffect(ev, this.item); }); } @@ -303,7 +312,7 @@ export default class ItemSheet5e extends ItemSheet { if (a.classList.contains("delete-damage")) { await this._onSubmit(event); // Submit any unsaved changes const li = a.closest(".damage-part"); - const damage = duplicate(this.item.data.data.damage); + const damage = foundry.utils.deepClone(this.item.data.data.damage); damage.parts.splice(Number(li.dataset.damagePart), 1); return this.item.update({ "data.damage.parts": damage.parts }); } @@ -312,33 +321,39 @@ export default class ItemSheet5e extends ItemSheet { /* -------------------------------------------- */ /** - * Handle spawning the TraitSelector application which allows a checkbox of multiple trait options + * Handle spawning the TraitSelector application for selection various options. * @param {Event} event The click event which originated the selection * @private */ - _onConfigureClassSkills(event) { + _onConfigureTraits(event) { event.preventDefault(); - const skills = this.item.data.data.skills; - const choices = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills); const a = event.currentTarget; - const label = a.parentElement; - // Render the Trait Selector dialog - new TraitSelector(this.item, { + const options = { name: a.dataset.target, - title: label.innerText, - choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => { - if (choices.includes(e[0])) obj[e[0]] = e[1]; - return obj; - }, {}), - minimum: skills.number, - maximum: skills.number - }).render(true); + title: a.parentElement.innerText, + choices: [], + allowCustom: false + }; + + switch(a.dataset.options) { + case 'saves': + options.choices = CONFIG.SW5E.abilities; + options.valueKey = null; + break; + case 'skills': + const skills = this.item.data.data.skills; + const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills); + options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0]))); + options.maximum = skills.number; + break; + } + new TraitSelector(this.item, options).render(true); } /* -------------------------------------------- */ - /** @override */ + /** @inheritdoc */ async _onSubmit(...args) { if (this._tabs[0].active === "details") this.position.height = "auto"; await super._onSubmit(...args); diff --git a/module/migration.js b/module/migration.js index 857fb9d6..e549e934 100644 --- a/module/migration.js +++ b/module/migration.js @@ -6,11 +6,11 @@ export const migrateWorld = async function() { ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true}); // Migrate World Actors - for await ( let a of game.actors.entities ) { + for await ( let a of game.actors.contents ) { try { console.log(`Checking Actor entity ${a.name} for migration needs`); const updateData = await migrateActorData(a.data); - if ( !isObjectEmpty(updateData) ) { + if ( !foundry.utils.isObjectEmpty(updateData) ) { console.log(`Migrating Actor entity ${a.name}`); await a.update(updateData, {enforceTypes: false}); } @@ -21,10 +21,10 @@ export const migrateWorld = async function() { } // Migrate World Items - for ( let i of game.items.entities ) { + for ( let i of game.items.contents ) { try { - const updateData = migrateItemData(i.data); - if ( !isObjectEmpty(updateData) ) { + const updateData = migrateItemData(i.toObject()); + if ( !foundry.utils.isObjectEmpty(updateData) ) { console.log(`Migrating Item entity ${i.name}`); await i.update(updateData, {enforceTypes: false}); } @@ -35,12 +35,15 @@ export const migrateWorld = async function() { } // Migrate Actor Override Tokens - for ( let s of game.scenes.entities ) { + for ( let s of game.scenes.contents ) { try { const updateData = await migrateSceneData(s.data); - if ( !isObjectEmpty(updateData) ) { + if ( !foundry.utils.isObjectEmpty(updateData) ) { console.log(`Migrating Scene entity ${s.name}`); await s.update(updateData, {enforceTypes: false}); + // If we do not do this, then synthetic token actors remain in cache + // with the un-updated actorData. + s.tokens.contents.forEach(t => t._actor = null); } } catch(err) { err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`; @@ -77,40 +80,39 @@ export const migrateCompendium = async function(pack) { // Begin by requesting server-side data model migration and get the migrated content await pack.migrate(); - const content = await pack.getContent(); + const documents = await pack.getDocuments(); // Iterate over compendium entries - applying fine-tuned migration functions - for await ( let ent of content ) { + for await ( let doc of documents ) { let updateData = {}; try { switch (entity) { case "Actor": - updateData = await migrateActorData(ent.data); + updateData = await migrateActorData(doc.data); break; case "Item": - updateData = migrateItemData(ent.data); + updateData = migrateItemData(doc.toObject()); break; case "Scene": - updateData = await migrateSceneData(ent.data); + updateData = await migrateSceneData(doc.data); break; } - if ( isObjectEmpty(updateData) ) continue; + if ( foundry.utils.isObjectEmpty(updateData) ) continue; // Save the entry, if data was changed - updateData["_id"] = ent._id; - await pack.updateEntity(updateData); - console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`); + await doc.update(updateData); + console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`); } // Handle migration failures catch(err) { - err.message = `Failed sw5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`; + err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`; console.error(err); } } // Apply the original locked status for the pack - pack.configure({locked: wasLocked}); + await pack.configure({locked: wasLocked}); console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`); }; @@ -128,34 +130,39 @@ export const migrateActorData = async function(actor) { const updateData = {}; // Actor Data Updates - _migrateActorMovement(actor, updateData); - _migrateActorSenses(actor, updateData); + if(actor.data) { + _migrateActorMovement(actor, updateData); + _migrateActorSenses(actor, updateData); + _migrateActorType(actor, updateData); + } // Migrate Owned Items if ( !!actor.items ) { - let hasItemUpdates = false; const items = await actor.items.reduce(async (memo, i) => { const results = await memo; // Migrate the Owned Item - let itemUpdate = await migrateActorItemData(i, actor); + const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i; + let itemUpdate = await migrateActorItemData(itemData, actor); // Prepared, Equipped, and Proficient for NPC actors if ( actor.type === "npc" ) { - if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true; - if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true; - if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true; + if (getProperty(itemData.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true; + if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true; + if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true; } // Update the Owned Item if ( !isObjectEmpty(itemUpdate) ) { - hasItemUpdates = true; + itemUpdate._id = itemData._id; console.log(`Migrating Actor ${actor.name}'s ${i.name}`); - return [...results, mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false})]; - } else return [...results, i]; + results.push(expandObject(itemUpdate)); + } + + return results; }, []); - if ( hasItemUpdates ) updateData.items = items; + if ( items.length > 0 ) updateData.items = items; } // Update NPC data with new datamodel information @@ -201,7 +208,9 @@ function cleanActorData(actorData) { /** * Migrate a single Item entity to incorporate latest data model changes - * @param item + * + * @param {object} item Item data to migrate + * @return {object} The updateData to apply */ export const migrateItemData = function(item) { const updateData = {}; @@ -234,24 +243,33 @@ export const migrateActorItemData = async function(item, actor) { * @return {Object} The updateData to apply */ export const migrateSceneData = async function(scene) { - const tokens = duplicate(scene.tokens); - return { - tokens: await Promise.all(tokens.map(async (t) => { - if (!t.actorId || t.actorLink || !t.actorData.data) { + const tokens = await Promise.all(scene.tokens.map(async token => { + const t = token.toJSON(); + if (!t.actorId || t.actorLink) { t.actorData = {}; - return t; } - const token = new Token(t); - if ( !token.actor ) { + else if (!game.actors.has(t.actorId)) { t.actorId = null; t.actorData = {}; } else if ( !t.actorLink ) { - const updateData = await migrateActorData(token.data.actorData); - t.actorData = mergeObject(token.data.actorData, updateData); + const actorData = duplicate(t.actorData); + actorData.type = token.actor?.type; + const update = migrateActorData(actorData); + ['items', 'effects'].forEach(embeddedName => { + if (!update[embeddedName]?.length) return; + const updates = new Map(update[embeddedName].map(u => [u._id, u])); + t.actorData[embeddedName].forEach(original => { + const update = updates.get(original._id); + if (update) mergeObject(original, update); + }); + delete update[embeddedName]; + }); + + mergeObject(t.actorData, update); } return t; - })) - }; + })); + return {tokens}; }; /* -------------------------------------------- */ @@ -366,16 +384,16 @@ function _migrateActorPowers(actorData, updateData) { updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.min"] = 0; updateData["data.attributes.force.points.max"] = 0; - updateData["data.attributes.force.points.temp"] = 0; - updateData["data.attributes.force.points.tempmax"] = 0; + updateData["data.attributes.force.points.temp"] = null; + updateData["data.attributes.force.points.tempmax"] = null; updateData["data.attributes.force.level"] = 0; updateData["data.attributes.tech.known.value"] = 0; updateData["data.attributes.tech.known.max"] = 0; updateData["data.attributes.tech.points.value"] = 0; updateData["data.attributes.tech.points.min"] = 0; updateData["data.attributes.tech.points.max"] = 0; - updateData["data.attributes.tech.points.temp"] = 0; - updateData["data.attributes.tech.points.tempmax"] = 0; + updateData["data.attributes.tech.points.temp"] = null; + updateData["data.attributes.tech.points.tempmax"] = null; updateData["data.attributes.tech.level"] = 0; } @@ -420,6 +438,7 @@ function _migrateActorSenses(actor, updateData) { const ad = actor.data; if ( ad?.traits?.senses === undefined ) return; const original = ad.traits.senses || ""; + if ( typeof original !== "string" ) return; // Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft" const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/; @@ -449,6 +468,85 @@ function _migrateActorSenses(actor, updateData) { /* -------------------------------------------- */ +/** + * Migrate the actor details.type string to object + * @private + */ +function _migrateActorType(actor, updateData) { + const ad = actor.data; + const original = ad.details?.type; + if ( typeof original !== "string" ) return; + + // New default data structure + let data = { + "value": "", + "subtype": "", + "swarm": "", + "custom": "" + } + + // Specifics + // (Some of these have weird names, these need to be addressed individually) + if (original === "force entity") { + data.value = "force"; + data.subtype = "storm"; + } else if (original === "human") { + data.value = "humanoid"; + data.subtype = "human"; + } else if (["humanoid (any)", "humanoid (Villainous"].includes(original)) { + data.value = "humanoid"; + } else if (original === "tree") { + data.value = "plant"; + data.subtype = "tree"; + } else if (original === "(humanoid) or Large (beast) force entity") { + data.value = "force"; + } else if (original === "droid (appears human)") { + data.value = "droid"; + } else { + // Match the existing string + const pattern = /^(?:swarm of (?[\w\-]+) )?(?[^(]+?)(?:\((?[^)]+)\))?$/i; + const match = original.trim().match(pattern); + if (match) { + + // Match a known creature type + const typeLc = match.groups.type.trim().toLowerCase(); + const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => { + return (typeLc === k) || + (typeLc === game.i18n.localize(v).toLowerCase()) || + (typeLc === game.i18n.localize(`${v}Pl`).toLowerCase()); + }); + if (typeMatch) data.value = typeMatch[0]; + else { + data.value = "custom"; + data.custom = match.groups.type.trim().titleCase(); + } + data.subtype = match.groups.subtype?.trim().titleCase() || ""; + + // Match a swarm + const isNamedSwarm = actor.name.startsWith(game.i18n.localize("SW5E.CreatureSwarm")); + if (match.groups.size || isNamedSwarm) { + const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny"; + const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => { + return (sizeLc === k) || (sizeLc === game.i18n.localize(v).toLowerCase()); + }); + data.swarm = sizeMatch ? sizeMatch[0] : "tiny"; + } else data.swarm = ""; + } + + // No match found + else { + data.value = "custom"; + data.custom = original; + } + } + + // Update the actor data + updateData["data.details.type"] = data; + return updateData; +} + +/* -------------------------------------------- */ + /** * @private */ @@ -456,19 +554,35 @@ function _migrateItemClassPowerCasting(item, updateData) { if (item.type === "class"){ switch (item.name){ case "Consular": - updateData["data.powercasting"] = "consular"; + updateData["data.powercasting"] = { + progression: "consular", + ability: "" + }; break; case "Engineer": - updateData["data.powercasting"] = "engineer"; + + updateData["data.powercasting"] = { + progression: "engineer", + ability: "" + }; break; case "Guardian": - updateData["data.powercasting"] = "guardian"; + updateData["data.powercasting"] = { + progression: "guardian", + ability: "" + }; break; case "Scout": - updateData["data.powercasting"] = "scout"; + updateData["data.powercasting"] = { + progression: "scout", + ability: "" + }; break; case "Sentinel": - updateData["data.powercasting"] = "sentinel"; + updateData["data.powercasting"] = { + progression: "sentinel", + ability: "" + }; break; } } @@ -526,10 +640,14 @@ async function _migrateItemPower(item, actor, updateData) { /** * Delete the old data.attuned boolean + * + * @param {object} item Item data to migrate + * @param {object} updateData Existing update to expand upon + * @return {object} The updateData to apply * @private */ function _migrateItemAttunement(item, updateData) { - if ( item.data.attuned === undefined ) return; + if ( item.data?.attuned === undefined ) return updateData; updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE; updateData["data.-=attuned"] = null; return updateData; diff --git a/module/pixi/ability-template.js b/module/pixi/ability-template.js index 702343b2..3af99181 100644 --- a/module/pixi/ability-template.js +++ b/module/pixi/ability-template.js @@ -19,7 +19,7 @@ export default class AbilityTemplate extends MeasuredTemplate { // Prepare template data const templateData = { t: templateShape, - user: game.user._id, + user: game.user.data._id, distance: target.value, direction: 0, x: 0, @@ -45,10 +45,12 @@ export default class AbilityTemplate extends MeasuredTemplate { } // Return the template constructed from the item data - const template = new this(templateData); - template.item = item; - template.actorSheet = item.actor?.sheet || null; - return template; + const cls = CONFIG.MeasuredTemplate.documentClass; + const template = new cls(templateData, {parent: canvas.scene}); + const object = new this(template); + object.item = item; + object.actorSheet = item.actor?.sheet || null; + return object; } /* -------------------------------------------- */ @@ -88,8 +90,7 @@ export default class AbilityTemplate extends MeasuredTemplate { if ( now - moveTime <= 20 ) return; const center = event.data.getLocalPosition(this.layer); const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2); - this.data.x = snapped.x; - this.data.y = snapped.y; + this.data.update({x: snapped.x, y: snapped.y}); this.refresh(); moveTime = now; }; @@ -108,14 +109,9 @@ export default class AbilityTemplate extends MeasuredTemplate { // Confirm the workflow (left-click) handlers.lc = event => { handlers.rc(event); - - // Confirm final snapped position - const destination = canvas.grid.getSnappedPosition(this.x, this.y, 2); - this.data.x = destination.x; - this.data.y = destination.y; - - // Create the template - canvas.scene.createEmbeddedEntity("MeasuredTemplate", this.data); + const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2); + this.data.update(destination); + canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]); }; // Rotate the template by 3 degree increments (mouse-wheel) @@ -124,7 +120,7 @@ export default class AbilityTemplate extends MeasuredTemplate { event.stopPropagation(); let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15; let snap = event.shiftKey ? delta : 5; - this.data.direction += (snap * Math.sign(event.deltaY)); + this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))}); this.refresh(); }; diff --git a/module/settings.js b/module/settings.js index 8898d8a6..2adde8d3 100644 --- a/module/settings.js +++ b/module/settings.js @@ -8,7 +8,7 @@ export const registerSystemSettings = function() { scope: "world", config: false, type: String, - default: "" + default: game.system.data.version }); /** diff --git a/module/templates.js b/module/templates.js index 764463f3..a27bdf71 100644 --- a/module/templates.js +++ b/module/templates.js @@ -18,6 +18,7 @@ export const preloadHandlebarsTemplates = async function() { "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-crew.html", "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", diff --git a/module/token.js b/module/token.js new file mode 100644 index 00000000..db811603 --- /dev/null +++ b/module/token.js @@ -0,0 +1,99 @@ +/** + * Extend the base TokenDocument class to implement system-specific HP bar logic. + * @extends {TokenDocument} + */ +export class TokenDocument5e extends TokenDocument { + + /** @inheritdoc */ + getBarAttribute(...args) { + const data = super.getBarAttribute(...args); + if ( data && (data.attribute === "attributes.hp") ) { + data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0); + data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0); + } + return data; + } +} + + +/* -------------------------------------------- */ + + +/** + * Extend the base Token class to implement additional system-specific logic. + * @extends {Token} + */ +export class Token5e extends Token { + + /** @inheritdoc */ + _drawBar(number, bar, data) { + if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data); + return super._drawBar(number, bar, data); + } + + /* -------------------------------------------- */ + + /** + * Specialized drawing function for HP bars. + * @param {number} number The Bar number + * @param {PIXI.Graphics} bar The Bar container + * @param {object} data Resource data for this bar + * @private + */ + _drawHPBar(number, bar, data) { + + // Extract health data + let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp; + temp = Number(temp || 0); + tempmax = Number(tempmax || 0); + + // Differentiate between effective maximum and displayed maximum + const effectiveMax = Math.max(0, max + tempmax); + let displayMax = max + (tempmax > 0 ? tempmax : 0); + + // Allocate percentages of the total + const tempPct = Math.clamped(temp, 0, displayMax) / displayMax; + const valuePct = Math.clamped(value, 0, effectiveMax) / displayMax; + const colorPct = Math.clamped(value, 0, effectiveMax) / displayMax; + + // Determine colors to use + const blk = 0x000000; + const hpColor = PIXI.utils.rgb2hex([(1-(colorPct/2)), colorPct, 0]); + const c = CONFIG.SW5E.tokenHPColors; + + // Determine the container size (logic borrowed from core) + const w = this.w; + let h = Math.max((canvas.dimensions.size / 12), 8); + if ( this.data.height >= 2 ) h *= 1.6; + const bs = Math.clamped(h / 8, 1, 2); + const bs1 = bs+1; + + // Overall bar container + bar.clear() + bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3); + + // Temporary maximum HP + if (tempmax > 0) { + const pct = max / effectiveMax; + bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2); + } + + // Maximum HP penalty + else if (tempmax < 0) { + const pct = (max + tempmax) / max; + bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2); + } + + // Health bar + bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2) + + // Temporary hit points + if ( temp > 0 ) { + bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1); + } + + // Set position + let posY = (number === 0) ? (this.h - h) : 0; + bar.position.set(0, posY); + } +} diff --git a/packs/Icons/Archetypes/Bolstering Practice.webp b/packs/Icons/Archetypes/Bolstering Practice.webp new file mode 100644 index 00000000..ab99e18a Binary files /dev/null and b/packs/Icons/Archetypes/Bolstering Practice.webp differ diff --git a/packs/Icons/Archetypes/Exhibition Specialist.webp b/packs/Icons/Archetypes/Exhibition Specialist.webp new file mode 100644 index 00000000..e0d91fa1 Binary files /dev/null and b/packs/Icons/Archetypes/Exhibition Specialist.webp differ diff --git a/packs/Icons/Archetypes/Mechanist Technique.webp b/packs/Icons/Archetypes/Mechanist Technique.webp new file mode 100644 index 00000000..1bec9d37 Binary files /dev/null and b/packs/Icons/Archetypes/Mechanist Technique.webp differ diff --git a/packs/Icons/Archetypes/Path of Meditation.webp b/packs/Icons/Archetypes/Path of Meditation.webp new file mode 100644 index 00000000..d7d28b66 Binary files /dev/null and b/packs/Icons/Archetypes/Path of 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{"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"} {"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"} {"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Homing%20Beacon.webp","_id":"V2hSxkLfq461mvNz"} -{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} +{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},"range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} {"name":"Propulsion pack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Propulsion%20Pack.webp","_id":"XR1obpDj1PqDLfA8"} {"name":"Emergency Battery","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":70,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Droid","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Emergency%20Battery.webp","_id":"Z0YM3aYCyCRhL6cx"} {"name":"Smugglepack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"

This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"} diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index d9919384..f4a4c086 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -11,6 +11,7 @@ {"_id":"6HRxOPMOmOiKmuIG","name":"Adept Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Adept Specialist

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adept Specialist Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Growing Momentum

\n

Also at 3rd level, you can cast the @Compendium[sw5e.forcepowers.tAs3ogXXwpDkpZvF]{Burst of Speed} force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

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

\n

Whirling Weapons

\n

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

\n

Focused Breathing

\n

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

\n

Unstoppable Force

\n

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the @Compendium[sw5e.forcepowers.BqGw2Mt7mBqqVclc]{Freedom of Movement} force power until the end of your next turn.

\n

Instant Acceleration

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Adept%20Specialist.webp","effects":[]} {"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

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

\n

Force Deflection

\n

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

\n

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

\n

Power Surge

\n

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

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} or @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force}, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

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

\n

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

\n

Enduring Focus

\n

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

\n

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

\n

Conflux

\n

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

\n

Tutaminis Mastery

\n

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

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

Blademaster Specialist

\n

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

\n

Unarmored Defense

\n

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

\n

Adaptive Fighting

\n

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

\n

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

\n

Change Up

\n

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

\n

Draw

\n

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

\n

Stow

\n

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

\n

Dervish

\n

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

\n

Resilient Fighting

\n

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

\n

Adrenaline Rush

\n

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

\n

Bladestorm

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp","effects":[]} +{"name":"Teräs Käsi Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Teräs Käsi Order

\n

Monks of the Teräs Käsi Order are the ultimate masters of unarmed martial arts combat. They learn techniques to draw focus from the defeat of their enemies, resist the mental assaults of the Force, and unleash powerful rushes of strikes to subdue their foes.

\n

Forredari Stance

\n

Teräs Käsi Order: 3rd level
Your honed focus allows you to enter a stance of mental fortification and power. You can use your bonus action to enter this stance. When you do so, you unleash a flurry of blows on creatures of your choice that you can see within 10 feet of you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage.

\n

This stance lasts for 1 minute. While you are in this stance, you gain the following benefits:

\n
    \n
  • Death Weave. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice) + half your monk level (rounded down, minimum of 1).
  • \n
  • Gundark Slap. Once on each of your turns, when you hit a creature with an unarmed strike or a monk weapon, you can choose to make it unable to take reactions until the end of your next turn.
  • \n
  • Sleeping Krayt. You can use your Wisdom or Charisma modifier (your choice) instead of Strength whenever you would make a Strength check or a Strength saving throw. Additionally, you have advantage on saving throws against being charmed or frightened.
  • \n
\n

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

\n

While you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.

\n

Steel Hands Form

\n

Teräs Käsi Order: 6th level

\n

You can draw upon your focus to utilize an array of practiced techniques to strike your opponents with precision and power. You can use your bonus action to enter this stance, and when you do so, you can also enter your Forredari Stance as a part of this same bonus action. This form lasts for 1 minute. While you are in this stance, you gain the following benefits:

\n
    \n
  • Charging Wampa. Once per round, when you are forced to make a saving throw against a force power, your movement speed increases by 10 feet until the end of your next turn.
  • \n
  • Nexu Grin. When a creature you can see within 10 feet of you casts a force power that requires a force attack roll against you or an an allied creature, you can use your reaction and expend 1 focus point to impose disadvantage on the attack roll. If the attack misses, and the higher of the two d20 rolls would also miss, the creature cannot cast that force power again until it completes a short or long rest.
  • \n
  • Screaming Squill. Once per turn, when you hit a creature that is concentrating on a force power and it makes a Constitution saving throw to maintain concentration, the DC for the check equals your focus save DC, unless the DC for the Constitution saving throw would be higher.
  • \n
\n

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

\n

While you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.

\n

Matter Over Mind

\n

Teräs Käsi Order: 11th level
You tap into the greater power of your focus. While both your Forredari Stance and your Steel Hands Form are active, you gain the following benefits:

\n
    \n
  • Dancing Dragonsnake. When you take force, lightning, or necrotic damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your monk level.
  • \n
  • Aryx Slash. Once on each of your turns, when you hit a target with an unarmed strike or monk weapon, you can roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.
  • \n
  • Piercing Gaze. When you would make an Insight check against a creature you know to wield the Force, you can use either your Wisdom or Charisma modifier for the roll, and you are considered to have expertise in the Insight skill. If you would already have expertise in the check, you instead have advantage on the roll.
  • \n
\n

Spitting Rawl

\n

Teräs Käsi Order: 17th level
You have learned to harness your strikes in a blistering fury. On your turn, when a creature takes damage from you three times, you can make up to three additional unarmed strikes against the creature (no action required). The first additional unarmed strike costs 1 focus point and deals 1d12 additional psychic damage on a hit, and each unarmed strike after the first costs 1 additional focus point and deals 1d12 additional psychic damage on a hit, cumulatively.

"},"source":"EC","className":"Monk","classCasterType":""},"flags":{"core":{"sourceId":"Item.8ZPX84rNvnHaPbT5"}},"img":"systems/sw5e/packs/Icons/Archetypes/Teras%20Kasi%20Order.webp","effects":[],"_id":"8H3eJ7yWj6t54MP2"} {"_id":"8UxY6Q7jXLR9tedX","name":"Kro Var Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kro Var Order

\n

Monks of the Kro Var Order—known as shapers—utilize a unique power to bend the four elements to their will, creating effects as small as a floating flame to quakes that sunder the earth.

\n

Elemental Attunement

\n

Kro Var Order: 3rd, 11th, and 17th level

\n

You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:

\n
    \n
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • \n
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • \n
  • Cause earth, fire, water, or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute.
  • \n
\n

This range increases to 30 feet at 11th level and 60 feet at 17th level.

\n

Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.

\n

Air

\n

Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

\n

Earth

\n

Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

\n

Fire

\n

Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

\n

Water

\n

Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

\n

Elemental Adept

\n

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

\n

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

\n

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

\n

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

\n

Burning Ember Flourish

\n

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

\n

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

\n

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

\n

Curtain of Unyielding Wind

\n

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

\n

Crushing Hand of the Mountain

\n

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

\n

Hatchling's Flame

\n

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

\n

Patient Bantha Listens

\n

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

\n

Rush of the Shyrack

\n

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

\n

Shape the Raincloud

\n

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

\n

Swarming Ice Rabbit

\n

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

\n

Elemental Master

\n

Kro Var Order: 11th and 17th level

\n

At 11th level, you gain one of the following features. You gain an additional option at 17th level.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

\n

Earth Reaches for Sky

\n

Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

\n

As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Ride the Wind

\n

Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

\n

As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

\n

River of Hungry Flame

\n

Prerequisite: Burning Ember Flourish or Hatchling's Flame

\n

As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

Shape the Flowing River

\n

Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

\n

As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.

\n

  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.

\n

  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.

\n

Elemental Paragon

\n

Kro Var Order: 17th level

\n

You gain one of the following features.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

\n

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

\n
    \n
  • Ranged attacks made against you have disadvantage.
  • \n
  • You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
  • \n
  • You can use your action to create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to fire damage.
  • \n
  • The flames shed bright light in a 30 foot radius and dim light for an additional 30 feet.
  • \n
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • \n
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • \n
  • The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • \n
  • You can use your action to create a 15 foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to kinetic and energy damage.
  • \n
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it were air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
  • \n
  • You can use your action to create a small earthquake on the ground in a 15 foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n

Avatar

\n

Kro Var Order: 17th level

\n

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

\n
    \n
  • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
  • \n
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • \n
  • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
  • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • \n
"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.O5AoHo3xLmzUywN0"},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kro%20Var%20Order.webp","effects":[]} {"_id":"9AQImD6JBpd9c1UK","name":"Path of the Corsair","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Corsair

\n

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

\n

Scavenger's Reach

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.5o01ADUmNyzy470b]{Force Disarm} force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

Corsair Weapons

\n

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

\n

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

\n

Force-Empowered Detonators

\n

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

\n

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

\n

Energized Kinetics

\n

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

\n

Disorienting Detonations

\n

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: @Compendium[sw5e.forcepowers.KCVdYOoxu0kfkSCn]{Affliction}, @Compendium[sw5e.forcepowers.bDdyZTL7KCiz2zXR]{Force Blind/Deafen}, @Compendium[sw5e.forcepowers.8UOBsZEV8esbx6IG]{Stun}, or @Compendium[sw5e.forcepowers.83VXTwWszl8bMlW6]{Stun Droid}. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

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

Form IV: Ataru

\n

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

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.yfCFM4d8xPdcsNKe]{Ataru Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Hawk-Bat

\n

Also at 3rd level, as a bonus action, you you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.oPi4Y7zezP7MxNDK]{Force Jump power} at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.

\n

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

\n

Channel the Force

\n

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

\n

Retreating Leap

\n

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

\n

Hawk-Bat Swoop

\n

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

\n

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

\n

Whirlwind Attack

\n

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

\n

Master of Aggression

\n

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

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

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ataru%20Form.webp","effects":[]} @@ -30,6 +31,7 @@ {"_id":"HOGXsFNkpWruE1Wd","name":"Archaeologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Archaeologist Pursuit

\n

Archaeologists are those who study the remnants of historical civilizations. Those scholars who choose the Archaeologist Pursuit are driven by a desire to uncover the past, forming a connection to the lives of those that came before, and unlocking within themselves a connection not just to history, but to the Force, itself.

\n

Bonus Proficiencies

\n

You gain proficiency with archaeologist kits and in the Lore skill.

\n

Forcecasting

\n

When you choose this pursuit at 3rd level, you have learned powers from your studies of civilizations that were also once close to the Force. See chapter 11 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

 

\n
\n
\n

Archaeologist Pursuit Forcecasting

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

 

\n

Archaic Diagnostics

\n

Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.

\n

Additional Maneuvers

\n

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

\n

Force Resonance

\n

Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.

\n

Fortune and Glory

\n

When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target’s purse, or take something from its pocket. Roll the superiority die, and add the result to the check.

\n

Fossil Fueled

\n

When you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number roll + your forcecasting modifier + twice the power’s level. This damage cannot be reduced in anyway.

\n

For each additional time you use this maneuver without taking a short or long rest, roll an additional superiority die of damage.

\n

One with the Force

\n

Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.

\n

Overwhelming Wit

\n

Once per round, when a creature succeeds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.

\n

Mind Over Mystery

\n

When you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.

\n

Short Round

\n

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

\n

Strikeforce

\n

When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.

\n

You Call This Archaeology?

\n

When you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give that yourself or that ally temporary hit points equal to the number rolled + your forcecasting modifier.

\n

Force Carving

\n

Beginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Psychometric Analysis

\n

Starting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.

\n

Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent

\n

You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest

\n

Knowledge is Power

\n

Once you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, and you use your reaction target that friendly creature with your Critical Analysis feature, you can force the creature casting the power to make an Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power’s effects, and you steal the knowledge of that power if it is at least 1 st level and of a level you can cast For the next 8 hours, you know the power and can cast it using your force points. The creature cannot cast that power again until the 8 hours have passed.

\n

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

\n

Discoveries (Archaeologist)

\n

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

\n

Archive Research

\n

Your expeditions have turned up a bevy of knowledge on the force. You leam three at-will force powers of your choice, which don't count against your number of force powers known.

\n

Force Combat Knowledge

\n

Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must use the same modifier for both rolls.

\n

Additionally, you gain knowledge of one lightsaber form of your choice.

\n

It Belongs in a Museum

\n

Your knowledge of antiquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.

\n

Localized Survey

\n

Prerequisite: 13th level

\n

Your affinity for the Force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediate vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you leam about one significant event, beginning with the most recent

\n

You can investigate in this way for a number of minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

\n

Once you’ve used this feature, you can't use it again until you complete a short or long rest

\n

Making This Up As You Go

\n

Prerequisite: 17th level

\n

You may now cast force powers at 4th-level twice between rests.

\n

Telekinetic Ministrations

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.forcepowers.mnwPexAofsIOp8dD]{Telekinesis} force power at 5th level without spending force points.

\n

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

\n

The Years and the Mileage

\n

Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survival checks.

\n

Tomb of the Ancients

\n

Prerequisite: 5th level

\n

As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.

\n

Once you use this invocation, you can't use it again until you finish a short or long rest.

"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.RlEF6kyTDA8V0S3B"}},"img":"systems/sw5e/packs/Icons/Archetypes/Archaeologist%20Pursuit.webp","effects":[]} {"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Experimental Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Modified Tinkercannon

\n

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

\n

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

\n

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

\n

Unstable Volley

\n

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

\n

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

\n

Creative Destruction

\n

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

\n

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

\n

Experimental Overrides

\n

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

\n

Engineering Bombardment

\n

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

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

Disabling Practice

\n

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

\n

Clinch Strike

\n

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

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

Skilled Grappler

\n

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

\n

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

\n

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

\n

Constrict

\n

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

\n

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

\n

Disarm

\n

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

\n

Hip Toss

\n

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

\n

Human Shield

\n

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

\n

Kiss the Wall

\n

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

\n

Neck Snap

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Disabling%20Practice.webp","effects":[]} +{"_id":"L6wU6YEYKHOJH9AX","name":"Path of Meditation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Path of Meditation

\n

Throughout the Force, there is both symphonic harmony, and discordant chaos. Those sentinels who follow the Path of Meditation embody these concepts, empowering their allies and hindering their enemies through the use of the ancient Force technique of battle meditation.

\n

Sage Counsel

\n

Path of Meditation: 3rd level

\n

You learn the guidance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

\n

Force-Empowered Allies

\n

Path of Meditation: 3rd level

\n

While you are concentrating on a power that benefits a friendly creature other than you, you gain new ways to utilize your Force-Empowered Self features. Each option costs 1 force point, and you can only target a creature that is benefiting from a power you cast.

\n

Deflection

\n

When an ally is hit with an attack roll, you can use your reaction and roll a Kinetic Combat die to add it to your ally's AC, potentially causing the attack to miss.

\n

Double Strike

\n

When an ally hits with an attack roll, you can use your reaction and roll a Kinetic Combat die to deal additional damage of the same type as the attack.

\n

Slow Time

\n

When an ally moves on their turn, you can use your reaction and roll a Kinetic Combat die to increase their speed by 5 x the amount rolled until the end of the turn.

\n

Unbreakable Focus

\n

Path of Meditation: 7th level

\n

Once per long rest, you can cast the battle meditation force power at its base level without expending force points. While concentrating on battle meditation, at the start of each of your turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

\n

Additionally, whenever you make a Constitution saving throw to maintain concentration on a force power, you can treat a d20 roll of 9 or lower as a 10.

\n

Turbulent Presence

\n

Path of Meditation: 13th level

\n

Once per long rest, you can cast the improved battle meditation force power at its base level without expending force points. While concentrating on improved battle meditation, at the start of each of your turns, the power’s die increases by one step (from d6 to d8, d8 to d10, or d10 to d12).

\n

Additionally, once per round, when a creature rolls a bonus or penalty die from an effect you control, you can have them roll the die with advantage or disadvantage (your choice).

\n

Legendary Battle Meditation

\n

Path of Meditation: 18th level

\n

Once per long rest, you can cast the master battle meditation force power without expending force points. While concentrating on master battle meditation, at the start of each of your turns, the power’s die increases by one step (from d8 to d10, or d10 to d12).

\n

Additionally, you gain a second reaction each round that you can only use for your Force-Empowered Allies feature. You can only take one reaction per turn.

"},"source":"EC","className":"Sentinel","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.Qw1xjqT7zKK9ZlJq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Meditation.webp","effects":[]} {"_id":"Ls55Gc4qha7Muacz","name":"Hunter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Hunter Technique

\n

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

\n

Hunter's Prey

\n

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

\n

Colossus Slayer

\n

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

\n

Giant Killer

\n

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

\n

Horde Breaker

\n

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

\n

Mark of the Hunter

\n

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

\n

Defensive Tactics

\n

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

\n

Escape the Horde

\n

Opportunity attacks against you are made with disadvantage.

\n

Multiattack Defense

\n

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

\n

Steel Will

\n

You have advantage on saving throws against being frightened.

\n

Multiattack

\n

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

\n

Volley

\n

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

\n

Whirlwind Attack

\n

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

\n

Superior Hunter's Defense

\n

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

\n

Evasion

\n

When you are subjected to an effect, such as a consular's @Compendium[sw5e.forcepowers.16N8bYdqJ8bvDPQX]{Force Storm} or an engineer's @Compendium[sw5e.techpowers.NWjxsCnJIzNxIUzH]{Explosion}, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stand Against the Tide

\n

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

\n

Uncanny Dodge

\n

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

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

Way of Confluence

\n

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

\n

Manipulate Life Force

\n

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

\n

Empowered Connection

\n

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

\n

Life Eternal

\n

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

\n

Interconnectedness

\n

At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

\n

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

\n

Dynamic Attachment

\n

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

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

Armstech Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Modified Weaponry

\n

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

\n

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

\n

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

\n

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

\n

Close Call

\n

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

\n

Armstech's Strike

\n

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

\n

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

\n

Targeting Matrix

\n

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

\n

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

\n

Armstech's Salvo

\n

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

\n

Armstech Modifications

\n

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

\n

Accuracy Focus

\n

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

\n

Amplifying Barrel

\n

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

\n

Bayonet

\n

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

\n

Burst Core

\n

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

\n

Booming Strikes

\n

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

\n

Celerity Oscillator

\n

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

\n

Collapsible Frame

\n

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

\n

Contoured Grip

\n

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

\n

Expanded Magazine

\n

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

\n

Flashlight

\n

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

\n

Harpoon Reel

\n

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

\n

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

\n

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

\n

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

\n

Imbue Weapon

\n

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

\n

Improved Burst Core

\n

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

\n

Integrated Magazine

\n

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

\n

Jagged Oscillator

\n

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

\n

Keen Oscillator

\n

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

\n

Neutronium Edge

\n

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

\n

Overcharge Weapon

\n

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

\n

Power Loop

\n

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

\n

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

\n

Recoil Dampener

\n

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

\n

Returning Weapon Guard

\n

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

\n

Screening Weapon

\n

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

\n

Siege Weapon

\n

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

\n

Shock Absorber

\n

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

\n

Shock Harpoon

\n

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

\n

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

\n

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

\n

Shocking Oscillator

\n

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

\n

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

\n

Snap Fire

\n

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

\n

Stabilizer Cell

\n

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

\n

Staggering Oscillator

\n

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

\n

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

\n

Tracker

\n

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

\n

The tracker regains all expended charges after a long rest.

\n

Truelight

\n

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

\n

Venomous Oscillator

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arms","mode":"+","targetSpecific":false,"id":1,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armstech%20Engineering.webp","effects":[]} @@ -55,18 +57,21 @@ {"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Brawling Approach

\n

Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.

\n

Fists of Fury

\n

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. You gain the following benefits:

\n
    \n
  • You are proficient with improvised weapons.
  • \n
  • Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • When you attempt to shove or grapple a creature, or make an attack against a creature with an unarmed strike or an improvised weapon wielded in one hand on your turn, you can use your bonus action to make an additional attack, grapple, or shove against the same creature.
  • \n
\n

Reckless Strikes

\n

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

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

\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n

Bracing Strike

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

Punishing Strike

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

Staggering Strike

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

\n

Shattering Strikes

\n

At 6th level, you rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
\n

Stop Hitting Each Other

\n

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

\n

Enforcer

\n

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, you score a critical hit on a roll of 19 or 20. Additionally, on a hit, you deal the maximum instead of rolling.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Brawling%20Approach.webp","effects":[]} {"_id":"Y1JjyA1CuOSRCjAb","name":"Way of Endurance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Endurance

\n

The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.

\n

Upheld by the Force

\n

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Retaliation Strike

\n

At 6th level, you learn to turn an opponent's aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon's damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Boundless Vitality

\n

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Unrelenting Resilience

\n

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

The Force Unleashed

\n

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Endurance.webp","effects":[]} {"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sharpshooter Practice

\n

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

\n

Assume the Position

\n

Beginning at 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

\n

Place Shot

\n

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

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

\n

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

\n

Disarming Shot

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. The object lands at its feet.

\n

Penetrating Shot

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

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

\n

Suppressive Shot

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n

Head Shot

\n

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Distracting Shot

\n

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

\n

Double Tap

\n

At 17th level, you've learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

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

Triage Technique

\n

With every conflict comes death and destruction. Followers of the Triage Technique excel at keeping their comrades in the fight with quick thinking and fastacting medicine.

\n

Triage Training

\n

Triage Technique: 3rd level

\n

You gain proficiency in the Medicine skill.

\n

Additionally, when you would use your action to make an ability check to stabilize a creature, expend a use of a traumakit, or use a medpac, you can instead use your bonus action.

\n

Mark of Triage

\n

Triage Technique: 3rd level

\n

You learn new ways to use your Ranger's Quarry.

\n
    \n
  • While a hostile creature is the target of your Ranger's Quarry, you always know any conditions it is suffering from, and you know at roughly what percentage its current hit points is relative to its maximum. Additionally, if the target is within 60 feet of you. when it is forced to make a Constitution saving throw, you can use your reaction to force it to make the roll with disadvantage. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
  • While a friendly creature is the target of your Ranger's Quarry, you have advantage on Wisdom (Medicine) checks made to stabilize it. Additionally, if the target is within 60 feet of you, you can use your bonus action and roll your Ranger's Quarry and either restore hit points equal to the amount rolled, or grant temporary hit points equal to the amount rolled. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Double Dose

\n

Triage Technique: 7th level

\n

Your application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.

\n

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

\n

Experimental Infusion

\n

Triage Technique: 11th level

\n

When you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:

\n
    \n
  • Adrenaline/Tranquilizer. The creature's movement speed is doubled until the end of its next turn. Alternatively, it gains a level of slowed until the end of its next turn.
  • \n
  • Focus/Dizziness. The creature has either advantage or disadvantage (your choice) on the first ability check, attack roll, or saving throw it makes within the next minute.
  • \n
  • Toughen/Weaken. The creature gains temporary hit points equal to your scout level, which last for 1 minute. Alternatively, the creature must make a Constitution saving throw against your tech save DC. On a failure, it takes psychic damage equal to your scout level and it can't regain hit points until the start of your next turn.
  • \n
\n

You can use each feature once. You regain any expended uses when you complete a short or long rest.

\n

Cure-All

\n

Triage Technique: 15th level

\n

Your healing becomes even more potent When you restore hit points to a creature as a bonus action using your Mark of the Healer feature, you can also end one of the following conditions afflicting it: blinded, deafened, diseased, paralyzed, or poisoned.

"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.p9sVycmJvwVtDzlD"}},"img":"systems/sw5e/packs/Icons/Archetypes/Triage%20Technique.webp","effects":[]} {"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Deadeye Technique

\n

Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.

\n

Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.

\n

Focused Superiority

\n

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

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Deadeye Technique Focused Superiority
LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd422
4thd422
5thd622
6thd622
7thd633
8thd633
9thd833
10thd833
11thd844
12thd844
13thd1044
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20thd1255
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Maneuvers

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The maneuvers are presented in alphabetical order.

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Crippling Shot

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

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Daring Escape

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

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Covering Fire

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

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

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Disarming Shot

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

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Distracting Shot

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

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Exploit Weakness

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

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Penetrating Shot

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

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

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Precision Attack

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

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Return Fire

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

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Mark of the Deadeye

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Also at 3rd level, the range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your ranged weapons double.

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Cover to Cover

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Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

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Deadeye Technique Focused Superiority

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Shoot First

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Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

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Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

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Overwatch

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At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

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If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

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Astrotech Engineering

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Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.

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Bonus Proficiencies

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

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Droid Companion

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

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

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

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

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    \n
  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
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  • Your droid's level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
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  • Your droid has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your droid's abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
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  • Your droid is a valid target of the tracker droid interface tech power.
  • \n
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Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

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Potent Integration

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

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Coordinated Attack

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Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

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Droid Defense

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At 14th level, while your droid can see you, it has advantage on all saving throws.

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Superior Droid Defense

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Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

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Generating Your Droid

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

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

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Droid Features

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All droids share the following features.

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Resistances and Vulnerabilities

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  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
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  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
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Traits

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    \n
  • Creature Type: Droid
  • \n
  • Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech's tools. Your droid must be proficient in armor in order to have it integrated.
  • \n
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Class I Droid

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Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

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As a class I droid, your droid companion has the following features.

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Hit Points

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    \n
  • Hit Dice: 1d8 per class I droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class I droid level after 1st
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Proficiencies

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    \n
  • Armor: Light armor plating
  • \n
  • Weapons: Simple blasters, simple vibroweapons
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  • Tools: None
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    \n
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
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  • Saving Throws: Wisdom, Intelligence
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  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
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Features

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    \n
  • Size: Medium
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  • Speed: 25 ft.
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Class II Droid

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Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

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As a class II droid, your droid companion has the following features.

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Hit Points

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  • Hit Dice: 1d6 per class II droid level
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  • Hit Points at 1st Level: 6 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d6 (or 4) + your droid's Constitution modifier per class II droid level after 1st
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Proficiencies

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    \n
  • Armor: Light armor, medium armor
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  • Weapons: Simple blasters and simple vibroweapons with the light property
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  • Tools: Your choice of demolition's kit, security kit, or slicer's kit
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    \n
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
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  • Saving Throws: Dexterity, Intelligence
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  • Skills: Two of your choice
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Features

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    \n
  • Size: Small
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  • Speed: 25 ft.
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Class III Droid

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Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

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As a class III droid, your droid companion has the following features.

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Hit Points

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    \n
  • Hit Dice: 1d8 per class III droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class III droid level after 1st
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Proficiencies

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    \n
  • Armor: Light armor
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  • Weapons: Simple blasters, simple vibroweapons
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  • Tools: None
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    \n
  • Languages: Class III droids can speak and understand all registered languages
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  • Saving Throws: Wisdom, Charisma
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  • Skills: None
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Features

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  • Size: Medium
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  • Speed: 25 ft.
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Class IV Droid

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Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

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As a class IV droid, your droid companion has the following features.

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Hit Points

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    \n
  • Hit Dice: 1d8 per class IV droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class IV droid level after 1st
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Proficiencies

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    \n
  • Armor: All armor
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  • Weapons: All blasters, All vibroweapons
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  • Tools: None
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    \n
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
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  • Saving Throws: Strength, Dexterity
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  • Skills: None
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Features

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    \n
  • Size: Medium
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  • Speed: 30 ft.
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Class V Droid

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Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.

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As a class V droid, your droid companion has the following features.

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Hit Points

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    \n
  • Hit Dice: 1d8 per class V droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class V droid level after 1st
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Proficiencies

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    \n
  • Armor: Light armor, medium armor
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  • Weapons: All vibroweapons, simple blasters
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  • Tools: One set of artisan's tools
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  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
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  • Saving Throws: Strength, Constitution
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  • Skills: Athletics
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Features

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  • Size: Medium
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  • Speed: 30 ft.
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Astrotech Modifications

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

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Advanced Power Core

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Prerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.

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Alarm Protocol

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

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  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
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  • You and your droid can't be surprised while your droid is conscious.
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Analysis Protocol

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

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  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
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  • When it analyzes a friendly creature, the target can end your droid's Analysis Protocol on them (no action required) to add half your droid's Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
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Arm Cannons

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You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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

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Back-Up Protocol

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

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

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Celerity Augment

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

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You can choose this modification twice.

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Charisma Chip

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

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Durability Module

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

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    \n
  • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid's Constitution modifier (minimum of 2).
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  • Your droid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
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Emergency Mode

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Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid's back-up protocol. When your droid's back-up protocol is initiated, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

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Energy Shield

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You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.c7vvcY0lZDii7SOI]{Energy Shield} tech power.

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

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Expertise Protocol

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

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False Combustion

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

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Fighting Style Protocol

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Your droid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6. Your droid can't take a Fighting Style option more than once, even if it later gets to choose again.

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Flamethrower

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You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the @Compendium[sw5e.techpowers.HoshRCTHW8vntDCg]{Jet of Flame} tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

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Four-Armed Combatant

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

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

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Heavy Plating

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Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.

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Light Plating

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Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid's speed increases by 5 feet while light armor is integrated.

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Martial Protocol

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

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    \n
  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your droid's proficiency bonus + your droid's Strength or Dexterity modifier (your choice).
  • \n
  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
  • \n
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Medium Plating

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Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

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Memory Protocol

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Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

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Observant Protocol

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

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    \n
  • If your droid can see a creature's mouth while it is speaking a language it understands, your droid can interpret what it's saying by reading its lips.
  • \n
  • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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Performance Protocol

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

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    \n
  • Your droid has advantage on Charisma (Performance) checks.
  • \n
  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid's next turn, the ally can add the droid's Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
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Powerful Droid

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Prerequisite: Class V Droid
Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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Powerful Grip

\n

Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

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Premium Power Core

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You improve the power core of your droid. Its Hit Die becomes a d8.

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Proficiency Protocol

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

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Prototype Power Core

\n

Prerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.

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Repulsor Coil

\n

Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid's legs. Your droid gains a flying speed equal to its walking speed.

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Sensor Augmentation

\n

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

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    \n
  • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
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  • Your droid has advantage on saving throws made to avoid or resist traps.
  • \n
  • Your droid has resistance to the damage dealt by traps.
  • \n
  • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
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Stun Ray

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You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.qHu258wCccbyajwo]{Hold Droid} or @Compendium[sw5e.techpowers.zXCnz8vBWC4fhvfw]{Paralyze Humanoid} tech power. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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

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Techcasting Protocol

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Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid's techcasting ability for these powers. It does not require use of a wristpad for these powers.

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Toughness Module

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

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    \n
  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • \n
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"astro","mode":"+","targetSpecific":false,"id":1,"itemId":"avFn1m9oUpDgKAAF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering.webp","effects":[]} +{"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Astrotech Engineering

\n

Those engineers who choose the Astrotech Engineering discipline focus on utilizing their vast knowledge of droid technology to confuse, confound, and destroy enemy tech, droids and constructs.

\n

Bonus Proficiencies

\n

Astrotech Engineering: 3rd level

\n

You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.

\n

Electronic Warfare Platform

\n

Astrotech Engineering: 3rd, 9th, and 17th level

\n

You learn to modify your astrotech's implements into a mobile electronic warfare platform. Over the course of a long rest, you can modify your astrotech's implements. You must have astrotech's implements in order to perform this modification.

\n

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

\n

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

\n

Your electronic warfare platform comes equipped with electromagnetic projection and sensing systems, enabling three fields: ionizing, jamming, and targeting. As a bonus action, you can activate a field, which lasts for 1 minute, causing an effect determined by the field. Only one field can be active at a time, and you can end your field at any time on your turn, no action required. The range of your barriers increases to 15 feet at 9th level and 30 feet at 17th level. You can use these fields a combined number of times equal to your proficiency bonus, as shown in the engineer table. You regain all expended uses when you complete a long rest.

\n

Ionizing Field

\n

Whenever a droid or construct starts its turn within 5 feet of you, it gains 4 slowed levels and takes ion damage equal to half your engineer level (rounded down).

\n

Jamming Field

\n

Whenever you or a friendly creature within 10 feet of you are forced to make a saving throw by a tech power, the creature gains a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

\n

Targeting Field

\n

You and friendly creatures within 5 feet of you gain a bonus to the first ranged weapon damage rolls you make each round equal to your Intelligence modifier (minimum of+1).

\n

Potent Electromagnetism

\n

Astrotech Engineering: 3rd level

\n

Once per round, when you deal damage to a droid or construct, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as the source of the damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

\n

Direct Controller

\n

Astrotech Engineering: 6th level

\n

Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

Systems Hijack

\n

Astrotech Engineering: 14th level

\n

All droids, constructs, and creatures wearing or holding a techcasting focus within 120 feet are viable targets for any tech powers which you cast with a range of touch.

\n

Electromagnetic Burst

\n

Astrotech Engineering: 18th level

\n

As an action, you can end your field in an electromagnetic burst of power with an effect determined by the field you were generating.

\n

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

\n

Ionizing Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 ion damage and is stunned. On a success, it takes half damage and isn't stunned.

\n

Jamming Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Once in the next minute, when a chosen creature fails a saving throw caused by a tech power or is hit by an attack power, the creature can choose to succeed on the saving throw or have the attack miss instead.

\n

Targeting Burst

\n

Choose up to 10 creatures of your choice that are within 60 feet. Each creature must succeed on a Constitution saving throw against your tech save DC or be blinded for 1d4+1 turns.

\n

Astrotech Modifications

\n

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

\n

AI Amplifier

\n

Prerequisite: 5th level

\n

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

\n

AI Rangefinder

\n

Prerequisite: 5th level

\n

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

\n

Advanced Hardening

\n

Prerequisite: 15th level, Hardening

\n

You have resistance to ion damage.

\n

Advanced Grounding System

\n

Prerequisite: 15th level, Prototype Grounding System

\n

You have resistance to lightning damage.

\n

Advanced Jamming Phased Array

\n

Prerequisite: 15th level, Prototype Jamming Phased Array

\n

While your jamming field is active, any hostile creature within the field must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n

Advanced Ionizing Phased Array

\n

Prerequisite: 15th level, Prototype Pulsating Phased Array

\n

While your ionizing field is active, your tech powers and class features ignore resistance to ion damage, and immunity to ion damage is instead treated as resistance from any creature within range of your field.

\n

Additionally, when you use your Ionizing Phased Array feature, you create a fourth blast.

\n

Advanced Targeting Phased Array

\n

Prerequisite: 15th level, Prototype Targeting Phased Array

\n

While your targeting field is active, as an action, you can allow a number of allies within the field up to your Intelligence modifier (minimum of one) to use their reaction to make a ranged weapon attack against a single target you can see.

\n

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

\n

Droid Restraints

\n

When you would install a restraining bolt, you can do so in half the time. Additionally, when determining the save DC of a restraining bolt you control, you can use your tech save DC, if it would be higher than the item's DC.

\n

Flashlight Attachment

\n

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

\n

Frailcasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that require a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Grounding System

\n

You have advantage on saving throws against lightning damage.

\n

Hacked Communications

\n

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

\n

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

\n

Hardening

\n

You have advantage on saving throws against ion damage.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Ionizing Phased Array

\n

Prerequisite: 5th level

\n

While your ionizing field is active, as an action, you can send forth blasts of directed ionic energy. Make two ranged tech attacks against targets within the field. These attacks can target the same creature or different ones. Make separate attack rolls for each blast. The attack deals 1d6 ion damage on a hit.

\n

Jamming Phased Array

\n

While your jamming field is active, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within your field, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take ion damage equal to your Intelligence modifier.

\n

Miniaturized Repulsor Coils

\n

Your electronic warfare platform can store 20 lb., not exceeding 1 cubic foot, which does not count towards your encumbrance.

\n

Prototype Transmitter

\n

Prerequisite: 7th level

\n

You further tweak your transmitter design, extending the area of your fields. When you activate a field you may choose to double the radius of your field.

\n

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

\n

Prototype Grounding System

\n

Prerequisite: 7th level, Grounding System

\n

You have immunity to the shocked condition.

\n

Prototype Jamming Phased Array

\n

Prerequisite: 7th level, Jamming Phased Array

\n

While your jamming field is active, when a creature within your field attempts to cast a tech power, you can use your reaction to cast the tech override power at 3rd level without spending tech points. When you cast this power using this feature and you make the techcasting ability check as a part of this casting, you add your proficiency bonus to the check.

\n

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

\n

Prototype Ionizing Phased Array

\n

Prerequisite: 7th level, Ionizing Phased Array

\n

While your ionizing field is active, when you cast a tech power or use a class feature that affects other creatures within the radius of your field, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Ionizing Phased Array feature, you create a third blast.

\n

Prototype Targeting Phased Array

\n

Prerequisite: 7th level, Target Marking Phased Array

\n

While your targeting field is active, as an action, you can cast the scramble interface power at 3rd level without spending tech points.

\n

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

\n

Redundant Circuits

\n

Prerequisite: 15th level

\n

You can have two fields active at a time.

\n

Rendcasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Sensor Scramblers

\n

Prerequisite: 5th level

\n

All creatures within 10 feet of you become undetectable to electronic sensors and cameras. Anything these creatures are wearing or carrying is also undetectable, so long as it's on the creature's person. The creatures are still visible to regular vision.

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 7th level

\n

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

\n

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

\n

Targeting Phased Array

\n

Prerequisite: 5th level

\n

While your targeting field is active, as an action, you can choose a number of creatures equal to your Intelligence modifier you can see within 60 feet (a minimum of one creature), and force them to make a Dexterity saving throw. On a failed save, all ranged weapon attacks made by allies within your field against the target have advantage until the beginning of your next turn.

\n

Truelight Attachment

\n

Prerequisite: 11th level, Flashlight Attachment

\n

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

\n

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

\n

Withercasting Controller

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

X-Ray Targeting

\n

Prerequisite: 5th level

\n

You tweak your sensors to find weak points in thick armor. Your weapon attacks and tech powers deal double damage against constructs.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"astro","mode":"+","targetSpecific":false,"id":1,"itemId":"avFn1m9oUpDgKAAF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering.webp","effects":[]} {"_id":"bBMsNrnCUOXGfb0h","name":"Cyclone Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Cyclone Approach

\n

The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

\n

Dual Wielder

\n

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

\n

Double Swing

\n

Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

\n

Twisting Winds

\n

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

\n

Mighty Leap

\n

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

\n

Tornado

\n

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cyclone%20Approach.webp","effects":[]} {"_id":"c89hsFFZG4WGlYcV","name":"Zoologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Zoologist Pursuit

\n

Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.

\n

Wilderness Expert

\n

When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

\n

Beast Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this pursuit. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
  • \n
\n

Additional Maneuvers

\n

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

\n

Loyal Bond

\n

Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

\n

Go Get 'Em

\n

While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

\n

Pin Down

\n

When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast's Strength (Athletics) check.

\n

Primal Endurance

\n

As an action, you can expend a superiority die to improve your beast's defense. Roll the die and add it to your beast's AC until the beginning of your next turn.

\n

Sic 'Em

\n

As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

\n

Spine-Chilling Howls

\n

As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

\n

Wild Senses

\n

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Vicious Hunting

\n

Beginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Creature Comprehension

\n

Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

\n

Feral Ferocity

\n

Once you've reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n
    \n
  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
  • \n
  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
  • \n
  • When your hits with an attack, it deals bonus damage equal to your Intelligence modifier.
  • \n
  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.

\n

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

\n

Discoveries (Zoologist)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Advantageous Companion

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn't already and becomes immune to this feature for 24 hours.

\n

Holocam Attachment

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n

Protective Friend

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n

Generating Your Beast

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

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

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

Features

\n
    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n

Amphibious

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n

Burrower

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n

Charger

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n

Climber

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

\n

Evasive

\n

Your beast companion can take the Disengage action as a bonus action.

\n

Force Adept

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Force Resistance

\n

Your beast companion has advantage on saving throws against force powers.

\n

Force Sensitive

\n

Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Grappler

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Light Hide

\n

Your beast companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Natural Camouflage

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n

Nimble Weapon

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n

Pack Tactics

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

\n

Pouncer

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n

Powerful Build

\n

Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

\n

Rampager

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast and take a bonus action to move up to half its speed and make a melee attack.

\n

Ranged Weapon

\n

Your beast companion has a natural ranged weapon, such as a spitter or or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal kinetic damage equal to its natural weapon damage die.

\n

Reach Weapon

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Size: Huge

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n

Size: Large

\n

Prerequisite: Size Medium
Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and it's walking speed increases to 35.

\n

Size: Medium

\n

Prerequisite: Size Small
Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n

Size: Small

\n

Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and it's walking speed increases to 25.

\n

Sturdy-Legged

\n

Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n

Swift

\n

Your beast companion can take the Dash action as a bonus action.

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Zoologist%20Pursuit.webp","effects":[]} {"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

\n

Form I, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.rUL9jO0rPLWqOliO]{Shii-Cho Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Sarlaac

\n

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

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

\n

Channel the Force

\n

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

\n

Disarming Slash

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Unpredictable Motion

\n

Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

\n

Sarlaac Sweep

\n

Starting at 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

\n

Master of Determination

\n

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Attack rolls made against you can't have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shii-Cho%20Form.webp","effects":[]} {"_id":"cjI8o9tAfKsuSGAP","name":"Bloodstorm Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Bloodstorm Approach

\n

The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.

\n

Furious Throw

\n

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class abilities and feats, such as your Berserker Rage and Reckless Attack abilities.

\n

Returning Attacks

\n

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

\n

Throw Anything

\n

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

\n

Fling People

\n

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

Throw Friend

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

Throw Foe

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

\n

Raging Whirlwind

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bloodstorm%20Approach.webp","effects":[]} {"_id":"d8bJ4P3egKuTw5Ao","name":"Vonil/Ishu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Vonil/Ishu Form

\n

Vonil/Ishu Form, also known as Unity Form, focuses on fighting in tandem with a partner as a warpair. Those guardians who focus on Vonil/Ishu Form utilize teamwork to move swiftly, strike quickly, and protect each other.

\n

Bonus Proficiencies

\n

You gain proficiency in your choice of Intimidation or Persuasion.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/lshu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

Humanoid Companion

\n

Also at 3rd level, you've adopted a partner, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

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

\n

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

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when you or your companion are dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can't be reduced or negated in any way.

\n

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

\n

The Way of the Hydra

\n

Lastly at 3rd level, as a bonus acton, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.

\n

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

\n

Channel the Force

\n

Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

\n

Smite

\n

Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

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

\n

Shield

\n

When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

\n

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

\n

Teamwork

\n

By 15th level, you gain one of the following features Choose Takedown for Vonil or Rebuttal for Ishu.

\n

Takedown

\n

When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

\n

Rebuttal

\n

When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

\n

Master of Unity

\n

At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

\n
    \n
  • You and your companion have resistance to kinetic and energy damage.
  • \n
  • Neither you nor your companion can have disadvantage on attack rolls.
  • \n
  • Both you and your companion's critical hit ranges increase by 1.
  • \n
\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.stPbyGT5FdLHbSbl"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} +{"_id":"dLJ1gAt5hi0COlMu","name":"Exhibition Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Exhibition Specialist

\n

Those fighters who choose to become Exhibition Specialists can't help but show off. Even where there isn't an audience, these warriors take command of the battlefield as though it were a stage.

\n

Bonus Proficiencies

\n

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

\n

In the Spotlight

\n

Exhibition Specialist: 3rd level

\n

You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

\n
    \n
  • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • Your critical hit range against the marked target increases by 1.
  • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
\n

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

\n

Glory Kill

\n

Exhibition Specialist: 7th level

\n

As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

\n
    \n
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • \n
  • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
  • \n
\n

Glorious Defense

\n

Exhibition Specialist: 15th level

\n

Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

\n

The Beauty of Violence

\n

Exhibition Specialist: 18th level

\n

You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

\n
    \n
  • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
  • \n
  • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
  • \n
\n

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

"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.53DfzJhzAMPbEsMC"}},"img":"systems/sw5e/packs/Icons/Archetypes/Exhibition%20Specialist.webp","effects":[]} {"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

Those fighters who choose to become Enhancement Specialists learn to apply their technological prowess to their blasters. With their deep understanding of both their weapon and how to manipulate its ammunition on the fly, they can often turn the tides of a battle with a single shot.

\n

Studied Shooter

\n

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

\n

Special Ammunition

\n

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

Ammunition Enhancements

\n

You know two ammunition enhancements of your choice, which are detailed under \"Ammunition Enhancements\" below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

Amplified Shots

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn't involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, its speed is reduced by 10 feet, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n

Coercing Shot

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Explosive Shot

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n

Hallucinogen Shot

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n

Piercing Shot

\n

You enhance your shot with armor-piercing properties. When you use this option, you don't make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon's type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n

Quell Shot

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Seeking Shot

\n

You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n

Enhanced Shot

\n

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Redirected Shot

\n

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n

Ever-Ready Shot

\n

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Enhancement%20Specialist.webp","effects":[]} {"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable—if not dead.

\n

Shocking Affinity

\n

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

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

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

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} {"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-Tii Order Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Flow-Walking

\n

At 6th level, you can cast the @Compendium[sw5e.forcepowers.G8UVHP4MXW6Dudky]{Phasestrike} force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

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

\n

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

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} {"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

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

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp","effects":[]} {"_id":"hJfD06NmantavchV","name":"Bulwark Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Bulwark Technique

\n

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Personal Barrier

\n

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
\n

Mark of the Bulwark

\n

Also at 3rd level, when the target of your Ranger's Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger's Quarry Damage Die.

\n

Projected Barrier

\n

Beginning at 7th level, you've learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier's hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

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

\n

If your barrier's hit points are reduced to 0, any Projected Barrier features immediately end.

\n

Projected Sphere

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

Projected Maelstrom

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature's damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n

Projected Wave

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren't pushed.

\n

This feature's damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n

Regenerative Shielding

\n

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

\n

Adaptive Barrier

\n

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bulwark%20Technique.webp","effects":[]} +{"_id":"hg8aolPhxXmUxHFn","name":"Mechanist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mechanist Technique

\n

Some scouts are peerless inventors, skilled at working with droids and other forms of technology. Followers of the Mechanist Technique make up for the weakness of organics with the strength and purity of their creations.

\n

Improved Techcasting

\n

Mechanist Technique: 3rd level

\n

Your command of techcasting improves.

\n

Improved Tech Powers Known

\n

You know 7 tech powers of your choice, instead of 5, and you leam more at higher levels, as shown in the Tech Powers Known column of the Mechanist Technique Techcasting table. You may not leam a tech power of a level higher than your Max Power Level.

\n

Improved Tech Points

\n

You have a number of tech points equal to one and a half times your scout level (rounded down), instead of your scout level, as shown in the Tech Points column of the Mechanist Technique Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Improved Max Power Level

\n

Your Max Power Level becomes 2nd, instead of 1st, and it increases at higher levels, as shown in the Mechanist Technique Techcasting table.

\n

You may only cast tech powers at 5th, 6th, and 7th-level once, instead of 4th and 5th. You regain the ability to do so after a long rest.

\n

Mark of the Mechanist

\n

Mechanist Technique: 3rd level

\n

As a bonus action, you can cause the target of your Ranger's Quarry to emit an ion pulse. The target, and any creatures within 5 feet of it, must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes ion damage equal to your scout level.

\n

Additionally, when the target of your Ranger's Quarry makes a saving throw against a tech power or class feature you control, you can use your reaction and spend a tech point to roll your Ranger's Quarry damage die and subtract the result from the saving throw.

\n

Potent Tech

\n

Mechanist Technique: 7th level

\n

You can use your ingenuity to bolster yourself or an ally. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

\n
    \n
  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Once a creature receives this benefit, that creature cant receive it again until it finishes a short or long rest.
  • \n
  • Roll a d4. The creature regains a number of tech points equal to the result Once a creature receives this benefit that creature can't receive it again until it finishes a long rest.
  • \n
\n

You can use this feature a number of times equal to your proficiency bonus for the scout class, and you regain all expended uses when you finish a long rest.

\n

High Voltage

\n

Mechanist Technique: 11th level

\n

You are used to working with electronics and have learned to increase their potency, while becoming inured to their dangers. You gain resistance to ion and lightning damage.

\n

Additionally, whenever you deal ion damage to a creature, you can spend a tech point to force the creature to make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.

\n

 

\n
\n

Mechanist Technique Techcasting

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd742nd
4th862nd
5th972nd
6th1193rd
7th12103rd
8th13123rd
9th15134th
10th16154th
11th17165th
12th18185th
13th19195th
14th20216th
15th21226th
16th22246th
17th23257th
18th24277th
19th25287th
20th26307th
\n
\n


Command Droid

\n

Mechanist Technique: 15th level

\n

You can reprogram a droid and bring it under your control. As an action, you can touch one droid that you can see that is the target of your Ranger's Quarry. That creature must make a Charisma saving throw against your tech save DC If it succeeds, you can’t use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

\n

Intelligent droids are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

"},"source":"EC","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.NGK7a6YQTmVK1gDu"}},"img":"systems/sw5e/packs/Icons/Archetypes/Mechanist%20Technique.webp","effects":[]} {"_id":"hlZPMF7NjGemaw66","name":"Ballistic Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Ballistic Approach

\n

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn't a last resort: it's the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

\n

Firestorm

\n

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
\n

Explosive

\n

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks while within 30 feet of your target. You may only apply your rage damage to one target when you use the burst property.
  • \n
\n

Rampage

\n

At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

\n

Down, Not Out

\n

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

\n

Brawn

\n

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ballistic%20Approach.webp","effects":[]} {"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

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

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

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

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp","effects":[]} {"_id":"i0AaMWBnSREQdQsg","name":"Form V: Shien/Djem So","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form V: Shien/Djem So

\n

Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.m9nBfNVSNb6baCA1]{Shien/Djem So Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Krayt Dragon

\n

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

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

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n

Blade Barrier

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n

Falling Avalanche

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Determination

\n

At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n

Aggressive Negotiations

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn't already include that modifier.

\n

Reliable Vigor

\n

If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.

\n

Presence

\n

Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n

Precise Reflection

\n

When you hit with an attack made by the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect power}, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Brutal Strikes

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n

Master of Perseverance

\n

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shien%20Djem%20So%20Form.webp","effects":[]} @@ -90,6 +95,7 @@ {"_id":"pr7Xe82MOaof0IXj","name":"Form X: Jar'Kai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form X: Jar'Kai

\n

Form X, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar'Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.OmPlZtMXi2b3Vo64]{Jar'Kai Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Acklay

\n

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn't already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

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

\n

Channel the Force

\n

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

\n

Twin Strike

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n

Eye of the Storm

\n

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

\n

Rising Whirlwind

\n

Starting at 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw. A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding two light- or vibro-weapons, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn't already include that modifier.

\n

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

\n

Master of Domination

\n

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jar%27Kai%20Form.webp","effects":[]} {"_id":"q208WP2Lacp7dG6v","name":"Way of Manipulation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Manipulation

\n

The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.

\n

Saber Storm

\n

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

\n

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

\n

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

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +l).
  • \n
\n

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

\n

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

\n

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

\n

Deceptive Strike

\n

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

\n

Guarding Weapon

\n

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot's level.

\n

Isolate

\n

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

\n

Sapping Storm

\n

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Manipulation.webp","effects":[]} {"_id":"q4cqalPyT4rkroVr","name":"Precision Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Precision Approach

\n

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

\n

Careful Steps

\n

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

\n

Focused Rage

\n

Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

\n

Battle Anticipation

\n

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

\n

Improved Danger Sense

\n

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

\n

Calm Within the Storm

\n

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Precision%20Approach.webp","effects":[]} +{"_id":"qF2TK0mrmFulJ1rC","name":"Bolstering Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Bolstering Practice

\n

Those operatives who choose the Bolstering Practice use precise strikes and brilliant use of small unit tactics to overwhelm enemies through superior teamwork.

\n

Articulate Authority

\n

Bolstering Practice: 3rd level

\n

When you use of your Cunning Action feature to take the Dash. Disengage, or Hide actions, a number of friendly creatures up to your Charisma modifier within 30 feet of you who can hear you and who can understand you can use their reaction to gain an effect, determined by the action you took:

\n
    \n
  • Dash: The creature can move up to half their speed. They must end this movement within 30 feet of you.
  • \n
  • Disengage: The creature can move up to 5 feet. If this movement would provoke an opportunity attack, the opportunity attack is made with disadvantage.
  • \n
  • Hide: The creature has advantage on the first attack roll they make before the end of their next turn against a creature you successfully hide from.
  • \n
\n

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

\n

Fireteam Commander

\n

Bolstering Practice: 3rd level

\n

Also at 3rd level, you learn a number of squad maneuvers you can use to assist allies or exploit enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a squad maneuver.

\n

Fortifying Strike

\n

You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains temporary hit points equal to the amount of rolled.

\n

Reaffirming Strike

\n

You use the authority your attacks carry to help your ally focus on the task at hand. Choose a creature within 60 feet of you who can see or hear you and that is currently charmed or frightened by the creature you would deal Sneak Attack damage to. The condition immediately ends on that creature.

\n

Bolstering Strike

\n

You choose a friendly creature within 60 feet of you who can see or hear you. If that creature hits the creature against which you forwent two Sneak Attack damage dice before the start of your next turn, they deal additional damage to the target equal to the maximum of the two Sneak Attack dice.

\n

Open Opportunity

\n

Bolstering Practice: 9th level

\n

Once per turn, when you take the Attack action and hit a creature without applying your Sneak Attack damage to it, you may use your bonus action to throw the creature off balance. The next ally to hit that creature before the start of your next turn may add your Sneak Attack dice to the damage of their attack.

\n

Ambush Tactics

\n

Bolstering Practice: 13th level

\n

When attempting to move stealthily as a group, you may choose a number of creatures equal to your Charisma modifier. Those creatures may add their proficiency to any Dexterity (Stealth) checks they make as long as they remain within 60 feet of you and they do not already add their proficiency bonus.

\n

Additionally, each ally other than you that surprises a creature and hits it with an attack on their first turn in combat rolls two dice equal to the size of your Sneak Attack dice, dealing additional damage of the same type to the creature.

\n

Squad Goals

\n

Bolstering Practice: 17th level

\n

By 17th level, you have such skill at maintaining the faith your allies have in you, that the very sight of you in danger can spur them into action. When seeing you take damage from an enemy's attack, a number of allies equal to your charisma modifier within 60 feet of you. that can see you. may immediately make a single attack of opportunity against the enemy, no action required. You may use this feature once, regaining the ability to do so when you finish a short or long rest.

"},"source":"EC","className":"Operative","classCasterType":""},"flags":{"core":{"sourceId":"Item.2ignV58F77RJm29y"}},"img":"systems/sw5e/packs/Icons/Archetypes/Bolstering%20Practice.webp","effects":[]} {"_id":"qlg4myujDRxt6FXB","name":"Path of Communion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Communion

\n

Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.

\n

Mystical Connection

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.Pf4e5uRdTd4VuUjU]{Feedback} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Symbiote Spirit

\n

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

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can't attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit's vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

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

\n
\n

Generating Your Spirit

\n

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

\n
\n

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

\n

Invasive Presence

\n

At 7th level, your spirit can invade another creature's being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

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

\n

Ethereal Vision

\n

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit's senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

Assuming Direct Control

\n

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Communion.webp","effects":[]} {"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

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

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp","effects":[]} {"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

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

\n

Channel the Force

\n

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

\n

Makashi Riposte

\n

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

\n

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

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Makashi%20Form.webp","effects":[]} diff --git a/packs/packs/backgrounds.db b/packs/packs/backgrounds.db index d3a204c1..84b8b6df 100644 --- a/packs/packs/backgrounds.db +++ b/packs/packs/backgrounds.db @@ -1,115 +1,48 @@ -{"_id":"0TYuubPcnf4dF7lh","name":"Mercenary","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

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

\n

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

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

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

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

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

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

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

\n

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

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

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

\n

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

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

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

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

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

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

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

\n

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

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

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

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n

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

\n

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

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

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

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

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

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

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

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

\n

You aren't one of those folk.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n

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

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

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

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

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

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

\n

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

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

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

\n

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

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

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

\n

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

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

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

\n

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

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

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

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

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

\n

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

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

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

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

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

"},"flavorName":{"value":"Witch Clans"},"flavorDescription":{"value":"Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Witch Clans
1Singing Mountain
2Misty Falls
3Red Hills
4Dreaming River
5Frenzied River
6Great Canyon
7Nightsisters
8Nightbrothers
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Animal Handling, Lore, or Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Matriarchal Society"},"featureText":{"value":"Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves. \r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Animal Handler
3Loremaster
4Naturalist
5Specialist
6Linguist
7Force-Sensitive
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow my clan's book of law to the letter.
4I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6I have a lesson for every situation, drawn from observing nature.
7I feel far more comfortable around wildlife than I do society.
8I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I stick to my traditions no matter what, even at the cost of others.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, clans, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family and clan is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4It is my duty to provide children to sustain my clan.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6I will bring terrible wrath down on those who disrespect my clan.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"H8tkC3iluj7HjyAJ","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Dathomir Witch","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Dathomir Witch","tint":"","transfer":true}]} {"name":"Entertainer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
d10Entertainer Routines
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Entertainer
7Practiced
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Entertainer.webp","effects":[{"_id":"NZQldvQYhovAn0p5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Entertainer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Entertainer","tint":"","transfer":true}],"_id":"dILx0soFaJFwNs20"} +{"_id":"duxWOJgR4IY2R5Jo","name":"Clone","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a miracle of science, a creature born not from love or passion but from logic and machinery. Created in a laboratory, you are a perfect genetic replica of your DNA-Donor, whoever that is."},"flavorName":{"value":"DNA-Donor"},"flavorDescription":{"value":"The background of your DNA-Donor often shapes a clone's path in life."},"flavorOptions":{"value":"
d20Donor's Background
1Agent
2Bounty Hunter
3Criminal
4Entertainer
5Force Adept
6Gambler
7Investigator
8Jedi
9Mandalorian
10Mercenary
11Noble
12Nomad
13Outlaw
14Pirate
15Scientist
16Scoundrel
17Sith
18Smuggler
19Soldier
20Spacer
"},"skillProficiencies":{"value":"Choose two from Athletics, Lore, Sleight of Hand and Survival"},"toolProficiencies":{"value":"Your choice of geneticist's implements, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a trinket related to your DNA-donor, and 150 credits"},"suggestedCharacteristics":{"value":"A clone's demeanor often, though not always, matches that of their DNA-Donor. Is it nature, or is it nurture?"},"featureName":{"value":"A Life Not Lived"},"featureText":{"value":"Being a clone, you were born from the existence of another. Flashes of deeds you never did, of people you have never met and of information you have never learned sporadically appear. You may be confused with your DNA-Donor by others, being befriended by, or made enemies of, people you have never met before. The exact nature of these revelations depends on the nature of your DNA-Donor; they might lead to a site that only one other has ever seen, some long-forgotten fact, relic or weapon from the past that could reshape the present, or even information that would be damaging to the people who created you."},"featOptions":{"value":"
d8Feat
1Athlete
2Loremaster
3Quick-Fingered
4Survivalist
5Crafter
6Specialist
7Linguist
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I speak rarely but mean every word I say.
2I laugh loudly and see the humor in stressful situations.
3I prefer to solve problems without violence, but I finish fights decisively.
4I enjoy being out in nature; poor weather never sours my mood.
5I am dependable.
6I am always working on some project or other.
7I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
8I bluntly say what others are hinting at or hiding.
"},"idealOptions":{"value":"
d6Ideal
1Charity. I always try to help those in need, no matter what the personal cost. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
4Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
5Pride. I will do whatever it takes to be recognized as the best. (Dark)
6Aspiration. I'm determined to make something of myself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2I write exceptionally bad poetry and recite it at inopportune times.
3I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4Every social situation I'm in seems to lead to my asking rude personal questions.
5I have trouble trusting in my allies.
6I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
"},"bondOptions":{"value":"
d6Bond
1I am fiercely loyal to those with whom I work.
2In my birth laboratory, I discovered something that could endanger the world.
3I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4I live for the thrill of the hunt.
5I owe my instructor a great debt for forging me into the person I am today.
6One day I will return to my home planet and prove that I am their greatest creation.
"},"source":"EC"},"flags":{"core":{"sourceId":"Item.Jm9NYVi2OOV8HDLC"}},"img":"systems/sw5e/packs/Icons/Backgrounds/Clone.webp","effects":[{"_id":"0j3DdcBsllbba2Tu","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Clone","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Backgrounds/Clone.webp","label":"Clone","tint":"","transfer":true}]} {"name":"Agent","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Investigator
3Loremaster
4Charmer
5Linguist
6Alert
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action.
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
8I have little practical experience dealing with people in the world.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my faction's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my faction.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an artifact of my faction that was lost long ago.
2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
3I owe my life to the faction member who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the faction where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Agent.webp","effects":[{"_id":"hPQt2pjlK4Smc8cx","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Agent","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Agent","tint":"","transfer":true}],"_id":"e4ppF8sckI8UPtPW"} -{"_id":"eal0crea5OnvSSNR","name":"Office Worker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

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

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

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

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

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

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

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

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

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

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

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

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

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n

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

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

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

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

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

\n

You aren't one of those folk.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

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

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

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\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Exploits

\n

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

Bad Feeling

\n

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

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

\n

Operative Practice

\n

Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

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

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

\n

Explorer’s Exploit

\n

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

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

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

\n

Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Weaponmaster’s Exploit

\n

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

\n

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

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} -{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"consular","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Seeking Power

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

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

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

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

\n

Basic Cybernetics

\n

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

\n

Overdrive Enhancement

\n

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

\n

Dermal Armor

\n

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

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
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The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

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

\n

Fyrnock’s Instinct

\n

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

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

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

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} -{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

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

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} -{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"engineer","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} -{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

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

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

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

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

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

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

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

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

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

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

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

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

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

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

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

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} -{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

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

\n

Action Surge

\n

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

\n

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

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

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

\n

Disarming Attack

\n

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

\n

Distracting Strike

\n

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

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

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

\n

Maneuvering Attack

\n

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

\n

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

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

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

\n

Precision Attack

\n

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

\n

Pushing Attack

\n

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

\n

Rally

\n

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

\n

Riposte

\n

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

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

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

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} -{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.8UxY6Q7jXLR9tedX]{Kro Var Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"sentinel","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

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

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.L6wU6YEYKHOJH9AX]{Path of Meditation}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} +{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"none","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Exploits

\n

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

Bad Feeling

\n

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

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

\n

Operative Practice

\n

Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

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

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

\n

Explorer’s Exploit

\n

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

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

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

\n

Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Weaponmaster’s Exploit

\n

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

\n

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

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"scout","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.hg8aolPhxXmUxHFn]{Mechanist Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

\n

@Compendium[sw5e.archetypes.YwAHQuiEetUQgshY]{Triage Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"consular","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Seeking Power

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

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

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":{"progression":"none","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

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

\n

Basic Cybernetics

\n

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

\n

Overdrive Enhancement

\n

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

\n

Dermal Armor

\n

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

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

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

\n

Fyrnock’s Instinct

\n

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

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

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

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":{"progression":"guardian","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

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

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":{"progression":"engineer","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"none","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

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

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

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

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

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

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

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

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

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

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

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

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

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

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

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

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"none","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

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

\n

Action Surge

\n

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

\n

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

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

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

\n

Disarming Attack

\n

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

\n

Distracting Strike

\n

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

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

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

\n

Maneuvering Attack

\n

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

\n

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

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

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

\n

Precision Attack

\n

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

\n

Pushing Attack

\n

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

\n

Rally

\n

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

\n

Riposte

\n

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

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

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

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.dLJ1gAt5hi0COlMu]{Exhibition Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":{"progression":"none","ability":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.8UxY6Q7jXLR9tedX]{Kro Var Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index 3bdd10eb..21bff229 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -1,902 +1,960 @@ -{"_id":"047L6iPjOrgNEZ5L","name":"Focused Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

MANEUVERS

\n

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

\n

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

\n

SUPERIORITY DICE

\n

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

\n

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

\n

SAVING THROWS

\n

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

\n
\n

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

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

CRIPPLING SHOT

\n

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

\n
\n

DARING ESCAPE

\n

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

\n
\n

COVERING FIRE

\n

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

\n

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

\n
\n

DISARMING SHOT

\n

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

\n
\n

DISTRACTING SHOT

\n

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

\n
\n

EXPLOIT WEAKNESS

\n

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

\n
\n

PENETRATING SHOT

\n

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

\n

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

\n
\n

PRECISION ATTACK

\n

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

\n
\n

RETURN FIRE

\n

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

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

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"05NQgDNK4q9aQnTN","name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

\n
    \n
  • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • \n
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0HwMR1NLvJV7vuRC","name":"Techcasting Secrets (Sentinel: Synthesis)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0L38TGkU8ViI7klt","name":"Master of Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 20th level
You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"0NxbCrcn4Ty81wWf","name":"Retaliation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0QBWeM5Z0iSgUShC","name":"Thief's Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0S9V08vxNWCytOmw","name":"Ichor Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0SvWfvOHIppxi5FP","name":"Kiss the Wall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0aSYHfDlpqooV0b2","name":"Force Circuitry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0jBmCBoW623YCBK3","name":"Unstoppable Adventurer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0jI04KjGE8eJ8NFk","name":"Forceblade Bond","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn how to bond with a light- or vibro-weapon through the Force, making it part of you.

\n

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

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

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0k66wdRfVf8bxEd5","name":"Hostiles Negotiations","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0mVbi9yePHoAjUaD","name":"Force-Empowered Detonators","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0oPBXA3TimKUKez3","name":"The Way of the Hawk-Bat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"047L6iPjOrgNEZ5L","name":"Focused Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

MANEUVERS

\n

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

\n

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

\n

SUPERIORITY DICE

\n

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

\n

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

\n

SAVING THROWS

\n

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

\n
\n

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

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

CRIPPLING SHOT

\n

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

\n
\n

DARING ESCAPE

\n

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

\n
\n

COVERING FIRE

\n

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

\n

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

\n
\n

DISARMING SHOT

\n

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

\n
\n

DISTRACTING SHOT

\n

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

\n
\n

EXPLOIT WEAKNESS

\n

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

\n
\n

PENETRATING SHOT

\n

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

\n

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

\n
\n

PRECISION ATTACK

\n

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

\n
\n

RETURN FIRE

\n

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

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

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"05NQgDNK4q9aQnTN","name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

\n
    \n
  • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • \n
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0HwMR1NLvJV7vuRC","name":"Techcasting Secrets (Sentinel: Synthesis)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0IfYzyCr3kBPGY9f","name":"Cure-All","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Your healing becomes even more potent. When you restore hit points to a creature as a bonus action using your Mark of the Healer feature, you can also end one of the following conditions afflicting it: blinded, deafened, diseased, paralyzed, or poisoned.

","chat":"","unidentified":""},"requirements":"Triage Technique: 15","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[]} +{"_id":"0L38TGkU8ViI7klt","name":"Master of Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 20th level
You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"0NxbCrcn4Ty81wWf","name":"Retaliation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0QBWeM5Z0iSgUShC","name":"Thief's Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0S9V08vxNWCytOmw","name":"Ichor Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0SvWfvOHIppxi5FP","name":"Kiss the Wall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0aSYHfDlpqooV0b2","name":"Force Circuitry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0jBmCBoW623YCBK3","name":"Unstoppable Adventurer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0jI04KjGE8eJ8NFk","name":"Forceblade Bond","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn how to bond with a light- or vibro-weapon through the Force, making it part of you.

\n

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

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

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0k66wdRfVf8bxEd5","name":"Hostiles Negotiations","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0mVbi9yePHoAjUaD","name":"Force-Empowered Detonators","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0oPBXA3TimKUKez3","name":"The Way of the Hawk-Bat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sentinel Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Sentinel, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

","chat":"","unidentified":""},"requirements":"Sentinel 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.Friv9j88zhmOxKzd"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"chk","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dbb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dbs","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dsh","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dsw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"hid","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"lfl","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"lrg","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"swh","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbr","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","label":"Sentinel Proficiencies","tint":"","transfer":true}],"_id":"0tBxxNhP4crHRwAQ"} {"_id":"0uOEM0HhAAwu71gM","name":"Voodoo Doll","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 9th level

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Over the course of an hour, which can be done during a short rest, you can perform a ritual to construct an effigy of a creature. In order to do so, you must have at least heard of or seen the creature before, and the target must be in the same system as you. At the end of the hour, the creature must make a Wisdom saving throw against your maneuver save DC. This saving throw is modified by how well you know the target and the sort of physical connection you have to it, as shown in the Knowledge Save Modifier and Connection Save Modifier tables below.

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Knowledge Save Modifier

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Secondhand (you have heard of the target)+5
firsthand (you have met the target+0
Familiar (you know the target well)-5
\n

Connection Save Modifier

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Likeness or picture-2
Curse of Objurgation-3
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn't affected, and you can't use this ritual against it again for 24 hours. On a failed save, the ritual creates a Tiny doll that is linked to the target. The doll remains linked for 24 hours, or for 10 minutes after you first use it. It disintegrates at the end of this duration. For the duration, you can see and hear the target through the doll as if you were within 5 feet of the creature.

\n

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n
    \n
  • Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.
  • \n
  • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
  • \n
  • Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
  • \n
\n

The target can only be under 1 effect at a time. When you use a new effect, any existing effects end. Placing an effect on a target requires maintaining your concentration, as if concentrating on a power.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"0vKdMFsjX0vU9vaw","name":"Stalker's Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1Bo0I3J0R9yjjQIc","name":"Additional Maneuvers (Scholar: Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

CALL TO ARMS

\n

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

\n
\n

CALL THE GUARDS

\n

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

\n
\n

CHARGE

\n

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

\n
\n

ENCOURAGING SPEECH

\n

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

\n
\n

INCITE

\n

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

\n
\n

OVERWHELMING PRESENCE

\n

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

\n
\n

SELF-PRESERVATION

\n

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

\n
\n

STEADY THE NERVES

\n

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

\n
\n

TYRANNICAL STRIKE

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1Ddq2hwpr2dTJI2C","name":"Out of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1J5AObombhRl1GuB","name":"Mercurial Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1P7kIHNyx9mc8CX0","name":"Unarmored Defense (Berserker)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"iz7fGT7FxWBlOGvO","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"@abilities.con.mod","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} -{"_id":"1QqM6EmrNj4Mvcjw","name":"Master of Deception","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

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

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • Your attack rolls can’t suffer from disadvantage.
  • \n
  • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
  • \n
  • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
  • \n
\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1R0GS5nES0BAShSX","name":"Force Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can’t create it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1TSgLZzmLQooG1nX","name":"Adaptive Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n
\n

CHANGE UP

\n

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

\n
\n

DRAW

\n

When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.

\n
\n

STOW

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1VKKJFetDqCF5GfT","name":"Unhindered Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1XEpeh0EPWD74pBp","name":"Discoveries (Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ALTERNATIVE FUEL

\n

Any of your chef features, maneuvers, or discoveries can now affect droids and constructs.

\n
\n

BANQUET

\n

Prerequisite: 17th level, Full Course
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

\n
\n

FILLING MEAL

\n

Prerequisite: 7th level
Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

\n
\n

FULL COURSE

\n

Prerequisite: 12th level, Filling Meal
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

\n
\n

ON THE ROCKS

\n

Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

\n
\n

SECRET INGREDIENT

\n

If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

\n
\n

SPICE OF LIFE

\n

Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1a5Un991dfb6whRr","name":"Master of Moderation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

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

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
  • \n
  • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power’s range.
  • \n
\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1aM4u82TO5GRRKhl","name":"Potent Programming","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

\n

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

\n

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

\n

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

\n

ARTIFICER MODIFICATIONS

\n

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

\n
\n
\n

ADDITONAL BEAM PORT

\n

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

\n
\n

ADEGAN CRYSTAL

\n

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

\n
\n

ADVANCED BLASTSABER

\n

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

\n

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

\n
\n

ADVANCED BRIGHTSABER

\n

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

\n

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

\n
\n

ADVANCED DISRUPTORSABER

\n

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

\n

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

\n
\n

BARRIER

\n

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

\n
\n

BEAM GEM LENS

\n

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

\n
\n

BIOMETRIC SAFETY MEASURES

\n

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

\n
\n

BLASTSABER CONVERSION

\n

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

\n

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

\n

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

\n
\n

BRIGHTSABER CONVERSION

\n

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

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

BURN THROUGH

\n

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

\n
\n

COMFORTABLE HANDLE

\n

You make minor modifications to the ergonomics of your modified saber’s hilt. Your modified lightsaber gains the finesse property.

\n
\n

CROSSGUARD

\n

You add an energy guard at the base of your modified lightsaber’s blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

\n
\n

DISRUPTORSABER CONVERSION

\n

Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXTENDED BEAM

\n

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

\n
\n

GREATSABER ARRAY

\n

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it’s damage die increases to 1d12.

\n
\n

INTENSE BEAM

\n

Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber’s critical hit range increases by 1.

\n
\n

MAGNETIC-LOCK GRIP

\n

You insert a series of magnetically charged grips into your modified lightsaber’s hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

\n
\n

PROTOTYPE BLASTSABER

\n

Prerequisite: 7th level
Prerequisite: Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

\n
\n

PROTOTYPE BRIGHTSABER

\n

Prerequisite: 7th level
Prerequisite: Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

\n
\n

PROTOTYPE DISRUPTORSABER

\n

Prerequisite: 7th level
Prerequisite: Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

\n
\n

RETURNING WEAPON

\n

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1oiBleXKcbvKHz4e","name":"Thunderous Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Resolute (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"1ojG40JCrLM9BT01"} -{"_id":"1uSK1vNVR9ZlWeBa","name":"Symbiot Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can’t attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit’s vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

GENERATING YOUR SPIRIT

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1zsB6yknq4JxRzNR","name":"Unwavering Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

At 15th level you can use this feature twice between long rests.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"20qc66rPhmC7wXDm","name":"Saber Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn’t already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +1).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"21IcHCEbQXjzQ8kr","name":"Master of Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to all damage.
  • \n
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • \n
  • Your critical hit range with weapons increases by 1.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"21o2m4T6nKInTyiI","name":"Slayer's Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, if the target of your Ranger’s Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack’s normal effects.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Academic Memory (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"27rypuSZYWAT7KI1"} -{"_id":"28peWa7ad8J7FIF7","name":"Dual Wielder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2F3RlN4VyyAG2XrU","name":"Discoveries (Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ACE UP YOUR SLEEVE

\n

Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

\n
\n

AGAINST THE HOUSE

\n

Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

\n
\n

ANTE UP

\n

When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

\n
\n

CALCULATED BLUFF

\n

When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

\n
\n

COLD READ

\n

Prerequisite: 5th level
As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

\n
\n

FEELING THE PRESSURE

\n

Prerequisite: 13th level
Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

\n
\n

THE MAGIC NUMBER

\n

Prerequisite: 7th level
Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

MAKASHI RIPOSTE

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"One Step Ahead (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you roll initiative and you are not surprised"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2IauKi1luOxFtg2U"} -{"_id":"2MW5NKHVg2sLjPne","name":"Rakish Audacity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Survival Expert (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2OBhiMYZBtrqUAwY"} -{"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 1st level

\n

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2gNENhRMngBSCGae","name":"Master Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n
\n
\n

DEFLECTION

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

DOUBLE STRIKE

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n
\n

SLOW TIME

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2k46BLW2l1Nz3npL","name":"Pinpoint Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2orm91vcgAPZOZHE","name":"Additional Maneuvers (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

AUTOMATIC STARTUP SEQUENCE

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n
\n

FAST ACCESS PROGRAMS

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n
\n

FIREWALL

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n
\n

HACKED COMMUNICATIONS

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n
\n

OVERCAPACITY POWERS

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n
\n

RUNTIME EXTENSION

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n
\n

SUBTLE EXECUTION

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2r0D2PHtMsms77Mk","name":"Swift Surgery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Master's Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2vIJJJC7LEPncfoX"} -{"_id":"33W0D0BvrvQpk5kw","name":"Bonus Proficiencies (Scout: Artillerist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in artillerist’s kits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3NOg28znKOJczSZi","name":"Discoveries (Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADAPTED HIDE

\n

When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n
\n

ATMOSPHERIC ADAPTATION

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n
\n

ENHANCED MUSCULATURE

\n

Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n
\n

ICARIAN MUTATION

\n

You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n
\n

MUTAGENIC HARDINESS

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n
\n

PREDATORY SENSES

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n
\n

UNDERGROUND ADAPTATION

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

\n
\n

UNNATURAL WEAPONRY

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

\n
\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3QWti3hBCcOHMenb","name":"Additional Maneuvers (Scholar: Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ADRENALINE HIT

\n

You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

\n
\n

EMERGENCY PRESCRIPTION

\n

As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

\n
\n

ENHANCEMENT INJECTION

\n

As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

\n
\n

NEUROBLOCK

\n

When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.

\n
\n

REASSURE

\n

As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

\n
\n

REMOVE TOXINS

\n

As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n
\n

SMELLING SALTS

\n

As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

\n
\n

TRANSFUSION

\n

Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

\n

You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

\n
\n

WEAK POINT STRIKE

\n

When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3XOFj2JKV4qgpM0e","name":"Weaponmaster's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"3YCcAbIVrG0op5oH","name":"Elemental Adept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 6th, 11th, and 17th level

\n

You gain two of the following features. You gain an additional option at 11th and 17th level.

\n

You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

\n

While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

\n
\n
\n

Burning Ember Flourish

\n

You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

  Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n
\n

Curtain of Unyielding Wind

\n

As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

\n
\n

Crushing Hand of the Mountain

\n

As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

\n
\n

Hatchling's Flame

\n

As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

\n
\n

Patient Bantha Listens

\n

You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

\n
\n

Rush of the Shyrack

\n

As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

\n
\n

Shape the Raincloud

\n

You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n
\n

Swarming Ice Rabbit

\n

As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3g7tveozmCHAkd5R","name":"Inquisitor's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger’s Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Adaptive (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"3gA08Z83XSrAE9uP"} -{"_id":"3jBAw3l2ulXKcqLV","name":"Forcecasting (Operative: Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n

THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3paFYzEDFl0XWuO8","name":"Duplicitous Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 1st level
You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["floor(@classes.consular.levels/2)+max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

\n

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

\n

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

\n

Your droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
  • \n
  • Your droid’s level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your droid’s abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
  • \n
  • Your droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

GENERATING YOUR DROID

\n

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

\n

Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n

DROID FEATURES

\n

All droids share the following features.

\n
\n
RESISTANCES AND VULNERABILITIES
\n

\n
    \n
  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n
\n
TRAITS
\n

\n
    \n
  • \n
    Creature Type: Droid
    \n
  • \n
  • \n
    Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s implements. Your droid must be proficient in armor in order to have it integrated.
    \n
  • \n
  • \n
    Droid Systems: Your droid does not need to eat or drink.
    \n
  • \n
\n
\n

CLASS I DROID

\n
\n
Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
\n
As a class I droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class I droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class I droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor plating
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Wisdom, Intelligence
  • \n
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS II DROID

\n
\n
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
\n
As a class II droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d6 per class II droid level
  • \n
  • Hit Points at 1st Level: 6 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your droid’s Constitution modifier per class II droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • \n
  • Tools: Your choice of demolition’s kit, security kit, or slicer’s kit
  • \n
\n
\n
    \n
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Dexterity, Intelligence
  • \n
  • Skills: Two of your choice
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Small
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS III DROID

\n
\n
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
\n
As a class III droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class III droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class III droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class III droids can speak and understand all registered languages
  • \n
  • Saving Throws: Wisdom, Charisma
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS IV DROID

\n
\n
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
\n
As a class IV droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class IV droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class IV droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: All armor
  • \n
  • Weapons: All blasters, All vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Strength, Dexterity
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 30 ft.
    \n
  • \n
\n
\n

CLASS V DROID

\n
\n
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
\n
As a class V droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class V droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class V droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: All vibroweapons, simple blasters
  • \n
  • Tools: One set of artisan’s implements
  • \n
\n
\n
    \n
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Strength, Constitution
  • \n
  • Skills: Athletics
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 30 ft.
    \n
  • \n
\n
\n

ASTROTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED POWER CORE

\n

Prerequisite: 7th level, d10 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

\n
\n

ALARM PROTOCOL

\n

You install an alarm module in your droid, granting the following benefits:

\n
    \n
  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
  • \n
  • You and your droid can’t be surprised while your droid is conscious.
  • \n
\n
\n

ANALYSIS PROTOCOL

\n

Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

\n
    \n
  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When it analyzes a friendly creature, the target can end your droid’s Analysis Protocol on them (no action required) to add half your droid’s Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n
\n

ARM CANNONS

\n

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

\n
\n

BACK-UP PROTOCOL

\n

Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

\n

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

\n
\n

CELERITY AUGMENT

\n

You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

\n

You can choose this modification twice.

\n
\n

CHARISMA CHIP

\n

Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

\n
\n

DARKVISION OPTICS

\n

Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

DURABILITY MODULE

\n

You enhance your droid’s durability, granting the following benefits:

\n
    \n
  • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid’s Constitution modifier (minimum of 2).
  • \n
  • Your droid’s hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
  • \n
\n
\n

EMERGENCY MODE

\n

Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

\n
\n

ENERGY SHIELD

\n

You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

\n

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

\n
\n

FALSE COMBUSTION

\n

Prerequisite: Class II Droid
As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

\n
\n

FIGHTING STYLE PROTOCOL

\n

Your droid adopts a particular style of fighting as its specialty. Choose one of the fighting style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.

\n
\n

FLAMETHROWER

\n

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

\n
\n

FOUR-ARMED COMBATANT

\n

Prerequisite: Class IV Droid
You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

\n

While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

\n
\n

HEAVY PLATING

\n

Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n

LIGHT PLATING

\n

Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.

\n
\n

MARTIAL PROTOCOL

\n

Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

\n
    \n
  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your droid’s proficiency bonus + your droid’s Strength or Dexterity modifier (your choice).
  • \n
  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
  • \n
\n
\n

MEDIUM PLATING

\n

Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

\n
\n

MEMORY PROTOCOL

\n

Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

\n
\n

OBSERVANT PROTOCOL

\n

Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:

\n
    \n
  • If your droid can see a creature’s mouth while it is speaking a language it understands, your droid can interpret what it’s saying by reading its lips.
  • \n
  • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \n
\n
\n

PERFORMANCE PROTOCOL

\n

Prerequisite: 7th level, Class III Droid
You modify your droid’s charisma chip, granting the following benefits:

\n
    \n
  • Your droid has advantage on Charisma (Performance) checks.
  • \n
  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid’s next turn, the ally can add the droid’s Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
  • \n
\n
\n

POWERFUL DROID

\n

Prerequisite: Class V Droid
Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

POWERFUL GRIP

\n

Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

\n
\n

PREMIUM POWER CORE

\n

Prerequisite: d6 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

\n

You can choose this modification multiple times.

\n
\n

PROTOTYPE POWER CORE

\n

Prerequisite: d8 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

\n
\n

REPULSOR COIL

\n

Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.

\n
\n

SENSOR AUGMENTATION

\n

You augment your droid with an advanced sensor, granting the following benefits:

\n
    \n
  • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • Your droid has advantage on saving throws made to avoid or resist traps.
  • \n
  • Your droid has resistance to the damage dealt by traps.
  • \n
  • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
\n
\n

STUN RAY

\n

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

\n
\n

TECHCASTING PROTOCOL

\n

Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

\n
\n

TOUGHNESS MODULE

\n

Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:

\n
    \n
  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • \n
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

\n
    \n
  • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
  • \n
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • \n
  • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
  • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0vKdMFsjX0vU9vaw","name":"Stalker's Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"10x48RWCWobSNXkh","name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}]} +{"_id":"1Bo0I3J0R9yjjQIc","name":"Additional Maneuvers (Scholar: Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

CALL TO ARMS

\n

If you are surprised at the start of combat and aren’t incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

\n
\n

CALL THE GUARDS

\n

When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally’s attack roll.

\n
\n

CHARGE

\n

As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

\n
\n

ENCOURAGING SPEECH

\n

You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

\n
\n

INCITE

\n

On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

\n
\n

OVERWHELMING PRESENCE

\n

As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

\n
\n

SELF-PRESERVATION

\n

As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

\n
\n

STEADY THE NERVES

\n

As an action, you can expend one superiority die to strengthen your allies’ defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

\n
\n

TYRANNICAL STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack’s damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

\n

The target automatically succeeds if it is immune to charm, it doesn’t understand your language, or if your command is directly harmful to it.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1Ddq2hwpr2dTJI2C","name":"Out of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1J5AObombhRl1GuB","name":"Mercurial Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1P7kIHNyx9mc8CX0","name":"Unarmored Defense (Berserker)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"iz7fGT7FxWBlOGvO","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"@abilities.con.mod","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} +{"_id":"1QqM6EmrNj4Mvcjw","name":"Master of Deception","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • Your attack rolls can’t suffer from disadvantage.
  • \n
  • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
  • \n
  • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1R0GS5nES0BAShSX","name":"Force Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can’t create it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1TSgLZzmLQooG1nX","name":"Adaptive Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

\n

You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n
\n

CHANGE UP

\n

You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can’t take a Fighting Style option more than once.

\n
\n

DRAW

\n

When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.

\n
\n

STOW

\n

When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1VKKJFetDqCF5GfT","name":"Unhindered Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1XEpeh0EPWD74pBp","name":"Discoveries (Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ALTERNATIVE FUEL

\n

Any of your chef features, maneuvers, or discoveries can now affect droids and constructs.

\n
\n

BANQUET

\n

Prerequisite: 17th level, Full Course
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

\n
\n

FILLING MEAL

\n

Prerequisite: 7th level
Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

\n
\n

FULL COURSE

\n

Prerequisite: 12th level, Filling Meal
Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

\n
\n

ON THE ROCKS

\n

Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

\n
\n

SECRET INGREDIENT

\n

If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

\n
\n

SPICE OF LIFE

\n

Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1a5Un991dfb6whRr","name":"Master of Moderation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
  • \n
  • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power’s range.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1aM4u82TO5GRRKhl","name":"Potent Programming","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power’s damage, but suffers no additional effects of the power.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1cbhX1bPuP09q5Rp","name":"Assassinate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1f9cw6pS3RiiF8DZ","name":"Modified Lightsaber","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can modify your lightsaber. You must have the lightsaber and artificer’s implements in order to perform this modification.

\n

Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

\n

ARTIFICER MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADDITONAL BEAM PORT

\n

You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

\n
\n

ADEGAN CRYSTAL

\n

Prerequisite: 5th level
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

ADVANCED BLASTSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Blastsaber
You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier’s radius are disabled until rebooted.

\n
\n

ADVANCED BRIGHTSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Brightsaber
You further fine tune your brightsaber. While activated, your modified lightsaber’s bright light now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

\n
\n

ADVANCED DISRUPTORSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruptorsaber
You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

\n
\n

BARRIER

\n

Prerequisite: 5th level
On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

\n
\n

BEAM GEM LENS

\n

Prerequisite: 5th level
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOMETRIC SAFETY MEASURES

\n

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

\n
\n

BLASTSABER CONVERSION

\n

Incompatible with other conversions
You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

BRIGHTSABER CONVERSION

\n

Incompatible with other conversions
You modify your lightweapon, giving it a brighter glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

BURN THROUGH

\n

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

\n
\n

COMFORTABLE HANDLE

\n

You make minor modifications to the ergonomics of your modified saber’s hilt. Your modified lightsaber gains the finesse property.

\n
\n

CROSSGUARD

\n

You add an energy guard at the base of your modified lightsaber’s blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

\n
\n

DISRUPTORSABER CONVERSION

\n

Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXTENDED BEAM

\n

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

\n
\n

GREATSABER ARRAY

\n

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it’s damage die increases to 1d12.

\n
\n

INTENSE BEAM

\n

Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber’s critical hit range increases by 1.

\n
\n

MAGNETIC-LOCK GRIP

\n

You insert a series of magnetically charged grips into your modified lightsaber’s hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

\n
\n

PROTOTYPE BLASTSABER

\n

Prerequisite: 7th level
Prerequisite: Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

\n
\n

PROTOTYPE BRIGHTSABER

\n

Prerequisite: 7th level
Prerequisite: Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

\n
\n

PROTOTYPE DISRUPTORSABER

\n

Prerequisite: 7th level
Prerequisite: Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

\n
\n

RETURNING WEAPON

\n

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1oiBleXKcbvKHz4e","name":"Thunderous Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1ojG40JCrLM9BT01","name":"Resolute (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"1uSK1vNVR9ZlWeBa","name":"Symbiot Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can’t attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit’s vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

GENERATING YOUR SPIRIT

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1zsB6yknq4JxRzNR","name":"Unwavering Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

At 15th level you can use this feature twice between long rests.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"20qc66rPhmC7wXDm","name":"Saber Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn’t already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +1).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"21IcHCEbQXjzQ8kr","name":"Master of Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to all damage.
  • \n
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • \n
  • Your critical hit range with weapons increases by 1.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"21o2m4T6nKInTyiI","name":"Slayer's Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, if the target of your Ranger’s Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack’s normal effects.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"27rypuSZYWAT7KI1","name":"Academic Memory (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"28peWa7ad8J7FIF7","name":"Dual Wielder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2F3RlN4VyyAG2XrU","name":"Discoveries (Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ACE UP YOUR SLEEVE

\n

Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

\n
\n

AGAINST THE HOUSE

\n

Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

\n
\n

ANTE UP

\n

When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

\n
\n

CALCULATED BLUFF

\n

When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

\n
\n

COLD READ

\n

Prerequisite: 5th level
As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

\n
\n

FEELING THE PRESSURE

\n

Prerequisite: 13th level
Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

\n
\n

THE MAGIC NUMBER

\n

Prerequisite: 7th level
Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

MAKASHI RIPOSTE

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2IauKi1luOxFtg2U","name":"One Step Ahead (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you roll initiative and you are not surprised"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"2MW5NKHVg2sLjPne","name":"Rakish Audacity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2OBhiMYZBtrqUAwY","name":"Survival Expert (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"2Pb9OITYFWjfh68F","name":"The Beauty of Violence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 18th level

\n

You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

\n
    \n
  • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
  • \n
  • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
  • \n
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} +{"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 1st level

\n

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2gNENhRMngBSCGae","name":"Master Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd level

\n

Your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n
\n
\n

DEFLECTION

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

DOUBLE STRIKE

\n

You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

\n
\n

SLOW TIME

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"2k46BLW2l1Nz3npL","name":"Pinpoint Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2orm91vcgAPZOZHE","name":"Additional Maneuvers (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

AUTOMATIC STARTUP SEQUENCE

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n
\n

FAST ACCESS PROGRAMS

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n
\n

FIREWALL

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n
\n

HACKED COMMUNICATIONS

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n
\n

OVERCAPACITY POWERS

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n
\n

RUNTIME EXTENSION

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n
\n

SUBTLE EXECUTION

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2r0D2PHtMsms77Mk","name":"Swift Surgery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2vIJJJC7LEPncfoX","name":"Master's Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"33W0D0BvrvQpk5kw","name":"Bonus Proficiencies (Scout: Artillerist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in artillerist’s kits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3NOg28znKOJczSZi","name":"Discoveries (Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADAPTED HIDE

\n

When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n
\n

ATMOSPHERIC ADAPTATION

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n
\n

ENHANCED MUSCULATURE

\n

Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n
\n

ICARIAN MUTATION

\n

You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n
\n

MUTAGENIC HARDINESS

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n
\n

PREDATORY SENSES

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n
\n

UNDERGROUND ADAPTATION

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

\n
\n

UNNATURAL WEAPONRY

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

\n
\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3QWti3hBCcOHMenb","name":"Additional Maneuvers (Scholar: Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ADRENALINE HIT

\n

You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

\n
\n

EMERGENCY PRESCRIPTION

\n

As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

\n
\n

ENHANCEMENT INJECTION

\n

As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

\n
\n

NEUROBLOCK

\n

When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.

\n
\n

REASSURE

\n

As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

\n
\n

REMOVE TOXINS

\n

As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n
\n

SMELLING SALTS

\n

As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

\n
\n

TRANSFUSION

\n

Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

\n

You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

\n
\n

WEAK POINT STRIKE

\n

When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3XOFj2JKV4qgpM0e","name":"Weaponmaster's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"3YCcAbIVrG0op5oH","name":"Elemental Adept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 6th, 11th, and 17th level

\n

You gain two of the following features. You gain an additional option at 11th and 17th level.

\n

You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

\n

While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

\n
\n
\n

Burning Ember Flourish

\n

You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

  Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n
\n

Curtain of Unyielding Wind

\n

As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

\n
\n

Crushing Hand of the Mountain

\n

As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

\n
\n

Hatchling's Flame

\n

As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

\n
\n

Patient Bantha Listens

\n

You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

\n
\n

Rush of the Shyrack

\n

As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

\n
\n

Shape the Raincloud

\n

You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n
\n

Swarming Ice Rabbit

\n

As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3g7tveozmCHAkd5R","name":"Inquisitor's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger’s Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3gA08Z83XSrAE9uP","name":"Adaptive (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"3jBAw3l2ulXKcqLV","name":"Forcecasting (Operative: Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n

THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3paFYzEDFl0XWuO8","name":"Duplicitous Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 1st level
You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["floor(@classes.consular.levels/2)+max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

\n

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

\n

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

\n

Your droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
  • \n
  • Your droid’s level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your droid’s abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
  • \n
  • Your droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

GENERATING YOUR DROID

\n

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

\n

Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n

DROID FEATURES

\n

All droids share the following features.

\n
\n
RESISTANCES AND VULNERABILITIES
\n

\n
    \n
  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n
\n
TRAITS
\n

\n
    \n
  • \n
    Creature Type: Droid
    \n
  • \n
  • \n
    Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s implements. Your droid must be proficient in armor in order to have it integrated.
    \n
  • \n
  • \n
    Droid Systems: Your droid does not need to eat or drink.
    \n
  • \n
\n
\n

CLASS I DROID

\n
\n
Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
\n
As a class I droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class I droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class I droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor plating
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Wisdom, Intelligence
  • \n
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS II DROID

\n
\n
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
\n
As a class II droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d6 per class II droid level
  • \n
  • Hit Points at 1st Level: 6 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your droid’s Constitution modifier per class II droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • \n
  • Tools: Your choice of demolition’s kit, security kit, or slicer’s kit
  • \n
\n
\n
    \n
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Dexterity, Intelligence
  • \n
  • Skills: Two of your choice
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Small
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS III DROID

\n
\n
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
\n
As a class III droid, your droid companion has the following features.
\n
HIT POINTS
\n

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    \n
  • Hit Dice: 1d8 per class III droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class III droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class III droids can speak and understand all registered languages
  • \n
  • Saving Throws: Wisdom, Charisma
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 25 ft.
    \n
  • \n
\n
\n

CLASS IV DROID

\n
\n
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
\n
As a class IV droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class IV droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class IV droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: All armor
  • \n
  • Weapons: All blasters, All vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Strength, Dexterity
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 30 ft.
    \n
  • \n
\n
\n

CLASS V DROID

\n
\n
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
\n
As a class V droid, your droid companion has the following features.
\n
HIT POINTS
\n

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    \n
  • Hit Dice: 1d8 per class V droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class V droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: All vibroweapons, simple blasters
  • \n
  • Tools: One set of artisan’s implements
  • \n
\n
\n
    \n
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Strength, Constitution
  • \n
  • Skills: Athletics
  • \n
\n
\n
FEATURES
\n

\n
    \n
  • \n
    Size: Medium
    \n
  • \n
  • \n
    Speed: 30 ft.
    \n
  • \n
\n
\n

ASTROTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED POWER CORE

\n

Prerequisite: 7th level, d10 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

\n
\n

ALARM PROTOCOL

\n

You install an alarm module in your droid, granting the following benefits:

\n
    \n
  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
  • \n
  • You and your droid can’t be surprised while your droid is conscious.
  • \n
\n
\n

ANALYSIS PROTOCOL

\n

Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

\n
    \n
  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When it analyzes a friendly creature, the target can end your droid’s Analysis Protocol on them (no action required) to add half your droid’s Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n
\n

ARM CANNONS

\n

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

\n
\n

BACK-UP PROTOCOL

\n

Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

\n

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

\n
\n

CELERITY AUGMENT

\n

You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

\n

You can choose this modification twice.

\n
\n

CHARISMA CHIP

\n

Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

\n
\n

DARKVISION OPTICS

\n

Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

DURABILITY MODULE

\n

You enhance your droid’s durability, granting the following benefits:

\n
    \n
  • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid’s Constitution modifier (minimum of 2).
  • \n
  • Your droid’s hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
  • \n
\n
\n

EMERGENCY MODE

\n

Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

\n
\n

ENERGY SHIELD

\n

You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

\n

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

\n
\n

FALSE COMBUSTION

\n

Prerequisite: Class II Droid
As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

\n
\n

FIGHTING STYLE PROTOCOL

\n

Your droid adopts a particular style of fighting as its specialty. Choose one of the fighting style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.

\n
\n

FLAMETHROWER

\n

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

\n
\n

FOUR-ARMED COMBATANT

\n

Prerequisite: Class IV Droid
You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

\n

While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

\n
\n

HEAVY PLATING

\n

Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n

LIGHT PLATING

\n

Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.

\n
\n

MARTIAL PROTOCOL

\n

Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

\n
    \n
  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your droid’s proficiency bonus + your droid’s Strength or Dexterity modifier (your choice).
  • \n
  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
  • \n
\n
\n

MEDIUM PLATING

\n

Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

\n
\n

MEMORY PROTOCOL

\n

Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

\n
\n

OBSERVANT PROTOCOL

\n

Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:

\n
    \n
  • If your droid can see a creature’s mouth while it is speaking a language it understands, your droid can interpret what it’s saying by reading its lips.
  • \n
  • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \n
\n
\n

PERFORMANCE PROTOCOL

\n

Prerequisite: 7th level, Class III Droid
You modify your droid’s charisma chip, granting the following benefits:

\n
    \n
  • Your droid has advantage on Charisma (Performance) checks.
  • \n
  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid’s next turn, the ally can add the droid’s Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
  • \n
\n
\n

POWERFUL DROID

\n

Prerequisite: Class V Droid
Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

POWERFUL GRIP

\n

Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

\n
\n

PREMIUM POWER CORE

\n

Prerequisite: d6 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

\n

You can choose this modification multiple times.

\n
\n

PROTOTYPE POWER CORE

\n

Prerequisite: d8 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

\n
\n

REPULSOR COIL

\n

Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.

\n
\n

SENSOR AUGMENTATION

\n

You augment your droid with an advanced sensor, granting the following benefits:

\n
    \n
  • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • Your droid has advantage on saving throws made to avoid or resist traps.
  • \n
  • Your droid has resistance to the damage dealt by traps.
  • \n
  • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
\n
\n

STUN RAY

\n

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

\n
\n

TECHCASTING PROTOCOL

\n

Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

\n
\n

TOUGHNESS MODULE

\n

Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:

\n
    \n
  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • \n
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Operative Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As an Operative, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

","chat":"","unidentified":""},"requirements":"Operative 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.dftG7p8gzZRCyD4L"}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"blp","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"hid","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbr","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","label":"Operative Proficiencies","tint":"","transfer":true}],"_id":"3wxBP3eA1R95kBXq"} +{"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

\n
    \n
  • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
  • \n
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • \n
  • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
  • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"42CFMnCFF7nnpVoY","name":"Performance's Exploit - Distract","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4XaA12U40vAZxRhi","name":"Deflect Missiles","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd level

\n

You can use your reaction to deflect a projectile when you are dealt damage by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is kinetic, energy, or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@mod+@classes.monk.levels","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} -{"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4h4YWb2g2Svtwz85","name":"Creature Comprehension","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4hfinmcJC9pqVDhD","name":"Holographic Decoy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy’s space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4kLXvFjUFd6BJGkS","name":"Medical Practitioner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4pRbOLpM80cqv6uo","name":"Rancor's Disposition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

When you use a scholar class feature, or a feature of this archetype, and that feature references your Intelligence modifier, you can substitute your choice of Wisdom or Charisma instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"name":"Tech Amateur (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"4rRGF7EsfQv1Z3IN"} -{"_id":"4u33fYS7Rxq5uYTW","name":"Explorer's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4h4YWb2g2Svtwz85","name":"Creature Comprehension","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4hfinmcJC9pqVDhD","name":"Holographic Decoy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy’s space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4kLXvFjUFd6BJGkS","name":"Medical Practitioner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4oEqg1bENiIvxlpW","name":"Ideal of the Contender","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"2w7HxesGujLvxWc0","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Contender Manifestation","tint":"","transfer":false}]} +{"_id":"4pRbOLpM80cqv6uo","name":"Rancor's Disposition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

When you use a scholar class feature, or a feature of this archetype, and that feature references your Intelligence modifier, you can substitute your choice of Wisdom or Charisma instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"4rRGF7EsfQv1Z3IN","name":"Tech Amateur (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"4u33fYS7Rxq5uYTW","name":"Explorer's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"4u7sZjffWJWCUmkZ","name":"Trip Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"56rZNAyhWtZrxiWp","name":"Painkiller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"58xYGURGvkKad7it","name":"Additional Maneuvers (Scholar: Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

You may only perform one maneuver that is used during a long or short rest at a time.

\n
\n
\n

ALLERGENS

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

BRAIN FOOD

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they’re depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

\n
\n

DEBILITANTS

\n

As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

ENERGIZERS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

\n
\n

ENHANCERS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

\n
\n

HEALTH FOOD

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

\n
\n

MUSCLE RELAXANTS

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

SUPPLEMENTS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

\n
\n

VITAMINS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5Fh5O4hQO1zEfI4B","name":"Iridescent Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5G5BbnJq7kguaZAD","name":"The Way of the Vornskr","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5LIZH5J156FPC8Ar","name":"Fighting Style (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 2nd level

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"52EHtBvyeuBNJuLO","name":"Slow Time (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die * 5, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4*5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"IWoqDcwboYrb0gD3","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.walk","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Slow Time (Force-Empowered Strike)","tint":"","transfer":false}]} +{"_id":"56rZNAyhWtZrxiWp","name":"Painkiller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"58xYGURGvkKad7it","name":"Additional Maneuvers (Scholar: Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

You may only perform one maneuver that is used during a long or short rest at a time.

\n
\n
\n

ALLERGENS

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

BRAIN FOOD

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they’re depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

\n
\n

DEBILITANTS

\n

As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

ENERGIZERS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

\n
\n

ENHANCERS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

\n
\n

HEALTH FOOD

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

\n
\n

MUSCLE RELAXANTS

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n
\n

SUPPLEMENTS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

\n
\n

VITAMINS

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5Fh5O4hQO1zEfI4B","name":"Iridescent Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5G5BbnJq7kguaZAD","name":"The Way of the Vornskr","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5LIZH5J156FPC8Ar","name":"Fighting Style (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 2nd level

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"5MSNIuwM4DtqFzxV","name":"Infuse Item","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 2nd level
You gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TELEKINETIC SLASH

\n

When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

\n

You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5RNqaMT7MouwaybB","name":"Field Surgeon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

\n

Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Resistance to Necrotic","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"power","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8FAvO6m1xM9xRUSf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Resistance to Necrotic","tint":"","transfer":false}],"_id":"5oaCI7mGGD39EL9a"} -{"_id":"5v2aXZyPOFOSUuAV","name":"Stormcaller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lunging Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}],"_id":"6CjjvCqzh7PzzmWU"} +{"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TELEKINETIC SLASH

\n

When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

\n

You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5RNqaMT7MouwaybB","name":"Field Surgeon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

\n

Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"5oaCI7mGGD39EL9a","name":"Resistance to Necrotic","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"power","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8FAvO6m1xM9xRUSf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Resistance to Necrotic","tint":"","transfer":false}]} +{"_id":"5v2aXZyPOFOSUuAV","name":"Stormcaller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6CjjvCqzh7PzzmWU","name":"Lunging Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} {"_id":"6KfPYuS5IiWyeq3v","name":"Distracting Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}]} -{"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

GADGETEER CONTRAPTIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED GROUNDING SYSTEM

\n

Prerequisite: 13th level
Prerequisite: Prototype Grounding System
While wearing your gadgeteer harness you have immunity to lightning damage.

\n
\n

AUTO-INJECTION REGENERATOR

\n

Prerequisite: 5th level
You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n
\n

AUTOTHRUSTERS

\n

Prerequisite: Jet Pack
You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

\n
\n

CLIMBING GLOVES

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION GOGGLES

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

EXTENDED TANK

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
Your jet pack now lasts up to 10 minutes when activated.

\n
\n

FLAME VENTS

\n

Prerequisite: 9th level
Prerequisite: Jet Pack
You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

\n
\n

GROUNDING SYSTEM

\n

While wearing your gadgeteer harness you are immune to the shocked condition.

\n
\n

INTEGRATED INHIBITOR

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTEGRATED TARGETER

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTELLIGENCE CORE OVERRIDE

\n

Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

JET PACK

\n

You add integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.

\n

Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

\n
\n

MECHANICAL ARM

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n
\n

MIMICKER

\n

Prerequisite: 9th level
You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

\n
\n

MINIATURIZED HYDRAULICS

\n

Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

\n
\n

OIL SPILL

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

PROTOTYPE GROUNDING SYSTEM

\n

Prerequisite: 9th level
Prerequisite: Grounding System
While wearing your gadgeteer harness you have resistance to lightning damage.

\n
\n

QUICK START ENGINE

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n
\n

RECYCLED ADRENALS

\n

You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.

\n
\n

RECYCLED EXPLOSIVES

\n

You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.

\n
\n

RECYCLED STIMPACS

\n

You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.

\n
\n

SENTRY TURRET

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

SHOCKING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you recover the harpoon.

\n
\n

STEALTH FIELD GENERATOR

\n

Prerequisite: 9th level
You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

\n

Once the belt has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

SHOCKING BARRIER

\n

Prerequisite: 5th level
You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 20th level

\n

You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"bCCzy3nnrcLBaZkg","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":4,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Knowledge Unbound","tint":"","transfer":true}]} -{"_id":"6VhggjCLnsuOPBiO","name":"Twin Saber Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, when you cast saber throw while wielding your forceblade, you can attack the same target multiple times.

\n

Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature a number of times equal to your Wisdom or Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6Y9hwUuoPL64JXCv","name":"Emergency Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you’ve learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

\n

Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

\n

A creature can have only one Emergency Planning die at a time.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6bY5UEP9vMlJjmvA","name":"Supreme Sneak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6dNqHrdwSTmPLbu8","name":"Turret Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n
    \n
  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
  • \n
  • Your turret’s level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your turret has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your turret’s abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • When you would make a weapon attack, you can let your turret attack instead.
  • \n
\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn’t occur until the start of your next turn.

\n
\n

GENERATING YOUR TURRET

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret’s Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n
\n

TURRET FEATURES

\n

All turrets share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your turret’s Constitution modifier per turret level after 1st
  • \n
\n

RESISTANCES AND VULNERABILITIES

\n
\n
    \n
  • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret’s vibroweapon deals 1d8 kinetic damage on a hit. Your turret’s blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can’t reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret’s speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

TURRET UPGRADES

\n

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

\n
\n
\n

AUGMENTING BARRIER

\n

Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

AUTORELOAD

\n

You can preload your turret’s blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you’ve expended the preloaded ammunition, you can’t reload your turret’s blaster in this way again until you reload it with an action.

\n
\n

CLIMBING TURRET

\n

Your turret gains a climbing speed equal to its deployed walking speed.

\n
\n

CLOAKING BARRIER

\n

Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

DEPLOYMENT ACCELERATOR

\n

Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

\n
\n

DISGUISED TURRET

\n

Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n
\n

HOVERING TURRET

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

\n
\n

INTEGRATED GRENADE LAUNCHER

\n

You integrate a grenade launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

\n
\n

INTEGRATED PROJECTOR

\n

You integrate a vapor projector into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

\n
\n

INTEGRATED ROCKET LAUNCHER

\n

You integrate a rocket launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

\n
\n

LONGBOW

\n

Your turret’s blaster’s range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret’s space, and the range increases to 150 feet.

\n
\n

PHALANX BARRIER

\n

Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

RAM ATTACHMENT

\n

You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n
\n

RECURRING ACTION

\n

Prerequisite: 9th level
Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

\n

REJUVENATING BARRIER

\n

Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

SENTRY

\n

You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret’s proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size: Medium
Your turret’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n
\n

SIZE: MEDIUM

\n

Your turret’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n
\n

SUPPRESSING FIRE

\n

Prerequisite: 11th level
When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature gains 1 slowed level until the start of your next turn.

\n
\n

TURRET COVERAGE

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret’s cover, your turret instead takes the damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6eMAnnFSy2Em1tyB","name":"Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n
\n

AGGRESSIVE NEGOTIATIONS

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.

\n
\n

RELIABLE VIGOR

\n

If your total for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the total.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6qm81RP5SF3fL6V7","name":"Blade Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6umG4Hsx9ZVkzWJK","name":"Aura of Conquest","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"6xJyPg0dy64TKDGQ","name":"Channel the Force (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

\n
\n
\n

SMITE

\n

Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
\n

SHIELD

\n

When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Disarming Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"71QCe3z2oK1LlrrF"} -{"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"74fME4fE9ljQozFI","name":"Shoot First","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"755MdQqExvHIKxVU","name":"Riposte","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} -{"_id":"75l3fkh2X6MP7YQF","name":"Battlefield Survey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"78p9F2BB4sD7ojAn","name":"Mark of the Stalker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n
\n

ECHANI WEAPONS

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n
\n

AGILE PARRY

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

\n
\n

ECHANI'S SHOT

\n

 You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

GADGETEER CONTRAPTIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED GROUNDING SYSTEM

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Prerequisite: 13th level
Prerequisite: Prototype Grounding System
While wearing your gadgeteer harness you have immunity to lightning damage.

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AUTO-INJECTION REGENERATOR

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Prerequisite: 5th level
You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

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AUTOTHRUSTERS

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Prerequisite: Jet Pack
You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

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CLIMBING GLOVES

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You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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DARKVISION GOGGLES

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You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

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EXTENDED TANK

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Prerequisite: 5th level
Prerequisite: Jet Pack
Your jet pack now lasts up to 10 minutes when activated.

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FLAME VENTS

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Prerequisite: 9th level
Prerequisite: Jet Pack
You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

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Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

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GROUNDING SYSTEM

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While wearing your gadgeteer harness you are immune to the shocked condition.

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INTEGRATED INHIBITOR

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Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

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INTEGRATED TARGETER

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Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

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INTELLIGENCE CORE OVERRIDE

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Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

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Once you’ve used this feature, you must complete a long rest before you can use it again.

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JET PACK

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You add integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

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The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.

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Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

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MECHANICAL ARM

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You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

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You can choose this modification twice.

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MIMICKER

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Prerequisite: 9th level
You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

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MINIATURIZED HYDRAULICS

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Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

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OIL SPILL

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As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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POWERED GRAPPLING HOOK

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Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

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PROTOTYPE GROUNDING SYSTEM

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Prerequisite: 9th level
Prerequisite: Grounding System
While wearing your gadgeteer harness you have resistance to lightning damage.

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QUICK START ENGINE

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Prerequisite: 5th level
Prerequisite: Jet Pack
You can now activate your Jet Pack as an object interaction rather than as a bonus action.

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RECYCLED ADRENALS

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You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.

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RECYCLED EXPLOSIVES

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You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.

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RECYCLED STIMPACS

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You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.

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SENTRY TURRET

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You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

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The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

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SHOCKING HOOK

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Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

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Once you’ve used this feature, you can’t use it again until you recover the harpoon.

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STEALTH FIELD GENERATOR

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Prerequisite: 9th level
You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

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Once the belt has been activated, it can’t be activated again until you finish a short or long rest.

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SHOCKING BARRIER

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Prerequisite: 5th level
You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

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TRUESIGHT GOGGLES

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Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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WEAPON INTEGRATION

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You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

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WRIST-MOUNTED GRAPPLING HOOK

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You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

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A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

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While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

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Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 10th level

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You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 20th level

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You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"bCCzy3nnrcLBaZkg","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":4,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Knowledge Unbound","tint":"","transfer":true}]} +{"_id":"6VhggjCLnsuOPBiO","name":"Twin Saber Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, when you cast saber throw while wielding your forceblade, you can attack the same target multiple times.

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Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature a number of times equal to your Wisdom or Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6Y9hwUuoPL64JXCv","name":"Emergency Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you’ve learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

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Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

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A creature can have only one Emergency Planning die at a time.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6bY5UEP9vMlJjmvA","name":"Supreme Sneak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

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","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6dNqHrdwSTmPLbu8","name":"Turret Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

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You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

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If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

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Your turret has the following benefits:

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  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
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  • Your turret’s level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
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  • Your turret has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your turret’s abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
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  • Your turret is a valid target of the tracker droid interface tech power.
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  • When you would make a weapon attack, you can let your turret attack instead.
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Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn’t occur until the start of your next turn.

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GENERATING YOUR TURRET

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Your turret is a portable companion that you can upgrade over time.

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Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret’s Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

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TURRET FEATURES

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All turrets share the following traits.

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HIT POINTS

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  • Hit Dice: 1d6 per turret companion level
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  • Hit Points at 1st Level: 6 + your turret’s Constitution modifier
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  • Hit Points at Higher Levels: 1d6 (or 4) + your turret’s Constitution modifier per turret level after 1st
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RESISTANCES AND VULNERABILITIES

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  • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
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  • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
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FEATURES

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  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
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  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret’s vibroweapon deals 1d8 kinetic damage on a hit. Your turret’s blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can’t reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
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  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
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  • Size: Small
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  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret’s speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
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  • Type: Construct
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TURRET UPGRADES

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If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

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AUGMENTING BARRIER

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Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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AUTORELOAD

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You can preload your turret’s blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you’ve expended the preloaded ammunition, you can’t reload your turret’s blaster in this way again until you reload it with an action.

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CLIMBING TURRET

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Your turret gains a climbing speed equal to its deployed walking speed.

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CLOAKING BARRIER

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Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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DEPLOYMENT ACCELERATOR

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Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

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DISGUISED TURRET

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Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

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HOVERING TURRET

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Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

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INTEGRATED GRENADE LAUNCHER

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You integrate a grenade launcher into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

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INTEGRATED PROJECTOR

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You integrate a vapor projector into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

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INTEGRATED ROCKET LAUNCHER

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You integrate a rocket launcher into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

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LONGBOW

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Your turret’s blaster’s range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret’s space, and the range increases to 150 feet.

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PHALANX BARRIER

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Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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RAM ATTACHMENT

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You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

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RECURRING ACTION

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Prerequisite: 9th level
Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

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REJUVENATING BARRIER

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Prerequisite: 5th level
As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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SENTRY

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You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret’s proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

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SIZE: LARGE

\n

Prerequisite: Size: Medium
Your turret’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n
\n

SIZE: MEDIUM

\n

Your turret’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n
\n

SUPPRESSING FIRE

\n

Prerequisite: 11th level
When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature gains 1 slowed level until the start of your next turn.

\n
\n

TURRET COVERAGE

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret’s cover, your turret instead takes the damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6eMAnnFSy2Em1tyB","name":"Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n
\n

AGGRESSIVE NEGOTIATIONS

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.

\n
\n

RELIABLE VIGOR

\n

If your total for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the total.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6qm81RP5SF3fL6V7","name":"Blade Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6umG4Hsx9ZVkzWJK","name":"Aura of Conquest","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"6xJyPg0dy64TKDGQ","name":"Channel the Force (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

\n
\n
\n

SMITE

\n

Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
\n

SHIELD

\n

When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"71QCe3z2oK1LlrrF","name":"Disarming Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"74fME4fE9ljQozFI","name":"Shoot First","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"755MdQqExvHIKxVU","name":"Riposte","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} +{"_id":"75l3fkh2X6MP7YQF","name":"Battlefield Survey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"78p9F2BB4sD7ojAn","name":"Mark of the Stalker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n
\n

ECHANI WEAPONS

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n
\n

AGILE PARRY

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

\n
\n

ECHANI'S SHOT

\n

 You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7Kt4wJmRTTfBfehB","name":"Feinting Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"7OeCPWLGtPieEOxx","name":"Shadow Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7RKRdFBSnqmcEgSH","name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7cMRK9MsjCVJGzcE","name":"Ethereal Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n
\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Droid Companion (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd, 11th, and 17th level

\n

You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

\n

Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

\n

If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

\n
    \n
  • \n

    Your companion is a valid target of the tracker droid interface tech power.

    \n
  • \n
  • \n

    Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (rounded up, minimum of one).

    \n
  • \n
\n

Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

\n

At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"7mWMErtBsiUGr4Mm"} -{"_id":"7oDo92yMLpT66oRw","name":"Double Tap (Operative: Sharpshooter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7OeCPWLGtPieEOxx","name":"Shadow Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7RKRdFBSnqmcEgSH","name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7cMRK9MsjCVJGzcE","name":"Ethereal Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n
\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7loKWWYNYlKyD1Ob","name":"Mesmer's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"7mWMErtBsiUGr4Mm","name":"Droid Companion (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd, 11th, and 17th level

\n

You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

\n

Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

\n

If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

\n
    \n
  • \n

    Your companion is a valid target of the tracker droid interface tech power.

    \n
  • \n
  • \n

    Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (rounded up, minimum of one).

    \n
  • \n
\n

Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

\n

At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"7oDo92yMLpT66oRw","name":"Double Tap (Operative: Sharpshooter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8Ca7UULvxg0CJg0n","name":"Voodoo Doll: Burn","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n

Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"Ht6ABxFjQXwVvgrf","flags":{"core":{"statusId":"curse"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":3600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/sun.svg","label":"Cursed: Voodoo Burn","tint":"","transfer":false}]} -{"_id":"8GhHyN7gwQWVQZNN","name":"Aberrant Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8Pf5riC9RKGwLk7L","name":"Bonus Proficiencies (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in artificer’s implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8a0uFLTBNeZWDHqO","name":"One With the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n
\n

ENHANCED ECHANI WEAPONS

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n
\n

DEFT STRIKE

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8c7Qdhh9vBX7Thxz","name":"Crimson Squall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8GhHyN7gwQWVQZNN","name":"Aberrant Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8Pf5riC9RKGwLk7L","name":"Bonus Proficiencies (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in artificer’s implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8a0uFLTBNeZWDHqO","name":"One With the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n
\n

ENHANCED ECHANI WEAPONS

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n
\n

DEFT STRIKE

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8c7Qdhh9vBX7Thxz","name":"Crimson Squall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8d2b9T3Zxw49RGmR","name":"One With the Force (Monk: Whills)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8m0voKhTkgLeitkp","name":"Debilitating Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n
\n
\n

BLEEDING WOUND

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.

\n
\n

CRIPPLING PAIN

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n
\n

HAMPERING SHOT

\n

You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Exploit Weakness (Mastermind)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger’s Quarry makes against an effect you control before the end of your next turn. Once you’ve done so, you must complete a short or long rest before you can do so again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8z9FXsEARlNTDuDY"} -{"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"99ZiZd6YHLW0LAxX","name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"9BJmcwaGqhzCUUsz","name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Your critical hit range with unarmed strikes increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"9L18fSxRtMWu0c5E","name":"Beast Companion (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n
\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • \n

    The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

    \n
  • \n
  • \n

    Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

    \n
  • \n
  • \n

    Your beast has the proficiency bonus of a player character of the same level.

    \n
  • \n
  • \n

    Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

    \n
  • \n
  • \n

    While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

    \n
  • \n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9NWkUxgMtOIo0qgh","name":"Motivating Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9NuNAt7XM4a8n426","name":"Mark of the Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8m0voKhTkgLeitkp","name":"Debilitating Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n
\n
\n

BLEEDING WOUND

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.

\n
\n

CRIPPLING PAIN

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n
\n

HAMPERING SHOT

\n

You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8z9FXsEARlNTDuDY","name":"Exploit Weakness (Mastermind)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger’s Quarry makes against an effect you control before the end of your next turn. Once you’ve done so, you must complete a short or long rest before you can do so again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"99ZiZd6YHLW0LAxX","name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"9BJmcwaGqhzCUUsz","name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Your critical hit range with unarmed strikes increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"9L18fSxRtMWu0c5E","name":"Beast Companion (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n
\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • \n

    The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

    \n
  • \n
  • \n

    Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

    \n
  • \n
  • \n

    Your beast has the proficiency bonus of a player character of the same level.

    \n
  • \n
  • \n

    Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

    \n
  • \n
  • \n

    While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

    \n
  • \n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9NWkUxgMtOIo0qgh","name":"Motivating Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9NuNAt7XM4a8n426","name":"Mark of the Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9R95Tc3bIZfUZ7Sk","name":"Sage Counsel","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You learn the guidance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

","chat":"","unidentified":""},"requirements":"Path of Meditation: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[]} +{"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9S5WXTvLPUjhP6Qy","name":"Indomitable","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 9th level
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"9T88glTHwOsIq4RP","name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 20th level

\n

You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 20"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}]} -{"_id":"9WqFDIoxzXWbOsYD","name":"Forcecasting (Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n

THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9oyy0MMqEws2qoil","name":"Ability Score Improvement (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"9T88glTHwOsIq4RP","name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 20th level

\n

You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 20"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}]} +{"_id":"9WqFDIoxzXWbOsYD","name":"Forcecasting (Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n

THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9oyy0MMqEws2qoil","name":"Ability Score Improvement (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"9rYXdlFyt1WcN5KL","name":"Bad Feeling","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 3rd level

\n

You have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"9tOAuVZqKH9T3Adu","name":"Curse of Objurgation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

When you target a creature with your Critical Analysis, you can choose one ability. While it can see you, the target has disadvantage on ability checks made with the chosen ability.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"9yuZhwF1bwFRb1xj","name":"Dive for Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

\n

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A01Ne3M1XizO3m49","name":"Upper Hand","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

\n
\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n
\n
\n

BRUTAL HIT

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n
\n

LOW BLOW

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n
\n

SHANK SHOT

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A3adZpDPMyLDiqqj","name":"Debilitating Barrage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A4W8o8JAm3ghEdnq","name":"Vicious Hunting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A4hDRsUlTRQxFwq4","name":"Focused Navigator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A8471DUw2PpOmFGi","name":"Control the Field","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AAIu6uSn4bW00mHp","name":"Chimeric Adaption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n
\n
\n

ASPECT OF THE TERENTATEK

\n

You gain proficiency in Wisdom and Charisma saving throws.

\n

Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n
\n

ASPECT OF THE RANCOR

\n

You gain proficiency in Strength and Constitution saving throws.

\n

Additionally, you gain immunity to the frightened condition,
and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon’s damage.

\n
\n

ASPECT OF THE VARACTYL

\n

You gain proficiency in Dexterity and Intelligence saving throws.

\n

Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can’t suffer from disadvantage, and creatures can’t have advantage on attack rolls against you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AHnF54FJ2CIZCm0u","name":"Additional Fighting Style","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second fighting style option.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AIPQfRUQTdR3unU6","name":"Imposter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 6th level

\n

The Force flowing through you makes you immune to poison and disease.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[{"_id":"RyuvsTLrSFpG9pUQ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","label":"Force Purity","tint":"","transfer":true}]} -{"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AiDxbNfTgy2yiznn","name":"Hunting Party","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
  • \n
  • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AlQqDDigFMnrLi7h","name":"Quickdraw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren’t surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:

\n
\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

HINDER

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n
\n

PILFER

\n

You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n
\n

TUMBLE

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 2nd level
You gain expertise in any tool proficiencies you gain from this class.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"9yuZhwF1bwFRb1xj","name":"Dive for Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

\n

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A01Ne3M1XizO3m49","name":"Upper Hand","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

\n
\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n
\n
\n

BRUTAL HIT

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n
\n

LOW BLOW

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n
\n

SHANK SHOT

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A3adZpDPMyLDiqqj","name":"Debilitating Barrage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A4W8o8JAm3ghEdnq","name":"Vicious Hunting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A4hDRsUlTRQxFwq4","name":"Focused Navigator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A6CWMDkqvQtEWL6L","name":"Experimental Infusion","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:

\n
    \n
  • Adrenaline/Tranquilizer. The creature's movement speed is doubled until the end of its next turn. Alternatively, it gains a level of slowed until the end of its next turn.
  • \n
  • Focus/Dizziness. The creature has either advantage or disadvantage (your choice) on the first ability check, attack roll, or saving throw it makes within the next minute.
  • \n
  • Toughen/Weaken. The creature gains temporary hit points equal to your scout level, which last for 1 minute. Alternatively, the creature must make a Constitution saving throw against your tech save DC. On a failure, it takes psychic damage equal to your scout level and it can't regain hit points until the start of your next turn.
  • \n
\n

You can use each feature once. You regain any expended uses when you complete a short or long rest.

","chat":"","unidentified":""},"requirements":"Triage Technique: 11","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[]} +{"_id":"A8471DUw2PpOmFGi","name":"Control the Field","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AAIu6uSn4bW00mHp","name":"Chimeric Adaption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n
\n
\n

ASPECT OF THE TERENTATEK

\n

You gain proficiency in Wisdom and Charisma saving throws.

\n

Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n
\n

ASPECT OF THE RANCOR

\n

You gain proficiency in Strength and Constitution saving throws.

\n

Additionally, you gain immunity to the frightened condition,
and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon’s damage.

\n
\n

ASPECT OF THE VARACTYL

\n

You gain proficiency in Dexterity and Intelligence saving throws.

\n

Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can’t suffer from disadvantage, and creatures can’t have advantage on attack rolls against you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AHnF54FJ2CIZCm0u","name":"Additional Fighting Style","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second fighting style option.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AIPQfRUQTdR3unU6","name":"Imposter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 6th level

\n

The Force flowing through you makes you immune to poison and disease.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[{"_id":"RyuvsTLrSFpG9pUQ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","label":"Force Purity","tint":"","transfer":true}]} +{"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Guardian (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Guardian, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

","chat":"","unidentified":""},"requirements":"Con 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.Z23PzwqNmfiJVAfi"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mlw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Guardian (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"AgsDzpgTZuJqgrFV"} +{"_id":"AiDxbNfTgy2yiznn","name":"Hunting Party","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
  • \n
  • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scout (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Scout, you gain the following proficiencies.

\n

Armor: Light armor

\n

Skills: Choose one from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

","chat":"","unidentified":""},"requirements":"Str or Dex 13, Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.cvznqGJ6tfYULgjN"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Scout (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"AjWb0VJqA2wJHGLk"} +{"_id":"AlQqDDigFMnrLi7h","name":"Quickdraw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren’t surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:

\n
\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

HINDER

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n
\n

PILFER

\n

You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n
\n

TUMBLE

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 2nd level
You gain expertise in any tool proficiencies you gain from this class.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} {"_id":"B2yy36IjZoHpIgt0","name":"Adaptable Applications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Sweeping Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"B9JAWo9BOf5l3dZ0"} -{"name":"Perfect Maneuver (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"BIfSxmrhI8qKeFmV"} -{"_id":"BRBH43RkRagKLCD7","name":"Quickened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"BUng2mQdd2qTOn2J","name":"Commander's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"BkRPPgKPeYTvz71N","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Commander's Exploit","tint":"","transfer":true}]} -{"_id":"Bk4IMdLkT2sP8JJG","name":"Forcecasting (Monk: Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"BlmqGxytNKaCemTb","name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"BoUKWKXObZsOR6If","name":"Mark of the Artillerist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"BuYICkux4graA2wP","name":"Disruptive Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, when you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B9JAWo9BOf5l3dZ0","name":"Sweeping Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"BIfSxmrhI8qKeFmV","name":"Perfect Maneuver (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"BRBH43RkRagKLCD7","name":"Quickened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"BUng2mQdd2qTOn2J","name":"Commander's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"BkRPPgKPeYTvz71N","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Commander's Exploit","tint":"","transfer":true}]} +{"_id":"Bk4IMdLkT2sP8JJG","name":"Forcecasting (Monk: Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"BlmqGxytNKaCemTb","name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"BoUKWKXObZsOR6If","name":"Mark of the Artillerist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"BuYICkux4graA2wP","name":"Disruptive Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, when you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"C2RNF2QF8YETIN9a","name":"Cunning Action","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 2nd level

\n

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"C2tFIVeIbeqjbUpk","name":"Careful Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CJuUHZlFy4eF40B5","name":"Mark of the Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger’s Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (rounded up, minimum of one) in this way.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CT1EKxMq7XkNmKDB","name":"Relentless Assault (Monk: Kyuzo)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CVjLxp8kGxZCNrS8","name":"Growing Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CX7c2sq6wfgEYhpV","name":"Clumsy Sway","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n
\n

Leap to Your Feet

\n

When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n
\n

Redirect Attack

\n

When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CXdc4zrwfnZVGnAK","name":"Instant Acceleration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Cid5ujSdnooH0vMm","name":"Tracker's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CmoydMRbZqwp2VN5","name":"Defensive Tactics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain one of the following features of your choice.

\n
\n
\n

ESCAPE THE HORDE

\n

Opportunity attacks against you are made with disadvantage.

\n
\n

MULTIATTACK DEFENSE

\n

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

\n
\n

STEEL WILL

\n

You have advantage on saving throws against being frightened.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CnVQJRpnRpsY0OFA","name":"Final Countdown","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"C2tFIVeIbeqjbUpk","name":"Careful Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CJuUHZlFy4eF40B5","name":"Mark of the Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger’s Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (rounded up, minimum of one) in this way.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CT1EKxMq7XkNmKDB","name":"Relentless Assault (Monk: Kyuzo)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CVjLxp8kGxZCNrS8","name":"Growing Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CX7c2sq6wfgEYhpV","name":"Clumsy Sway","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n
\n

Leap to Your Feet

\n

When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n
\n

Redirect Attack

\n

When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CXdc4zrwfnZVGnAK","name":"Instant Acceleration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cid5ujSdnooH0vMm","name":"Tracker's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CmoydMRbZqwp2VN5","name":"Defensive Tactics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain one of the following features of your choice.

\n
\n
\n

ESCAPE THE HORDE

\n

Opportunity attacks against you are made with disadvantage.

\n
\n

MULTIATTACK DEFENSE

\n

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

\n
\n

STEEL WILL

\n

You have advantage on saving throws against being frightened.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CnVQJRpnRpsY0OFA","name":"Final Countdown","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Cs1w1VQtleVIrrIn","name":"Potent Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 1st level
Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Bonus.webp","effects":[]} -{"_id":"CwGDUo8eoohFesJx","name":"Disruptive Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Cx9JxWK5jOf19IUQ","name":"You Have That Power Too","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can instead have it affect both.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D1da9OmAYYMq59gg","name":"Ion Pulse","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid’s Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D2dpEvNZhLDsArYf","name":"Tornado","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D3B5ASfcxCsFbpj1","name":"The Way of the Rancor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D58MeVMuebapihem","name":"Regenerative Shielding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks using Strength. You may only apply your rage damage to one target when you use the burst property.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Distracting Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}],"_id":"DF8TcQUMkNTel0Br"} +{"_id":"CwGDUo8eoohFesJx","name":"Disruptive Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cx9JxWK5jOf19IUQ","name":"You Have That Power Too","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can instead have it affect both.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D1da9OmAYYMq59gg","name":"Ion Pulse","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid’s Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D2dpEvNZhLDsArYf","name":"Tornado","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D3B5ASfcxCsFbpj1","name":"The Way of the Rancor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D58MeVMuebapihem","name":"Regenerative Shielding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks using Strength. You may only apply your rage damage to one target when you use the burst property.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DF8TcQUMkNTel0Br","name":"Distracting Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}]} {"_id":"DGgQ1WdsJouXHtxF","name":"Vow of Requital","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} -{"name":"Bonus Proficiencies (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You gain proficiency in astrotech's implements and the Technology skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"n0x6c3BjVqluG5kv","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"Astrotech's Implements","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Bonus Proficiencies (Guardian: Aqinos)","tint":"","transfer":true}],"_id":"DNYypXp07cCJYC1T"} -{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st level

\n

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"DNYypXp07cCJYC1T","name":"Bonus Proficiencies (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You gain proficiency in astrotech's implements and the Technology skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"n0x6c3BjVqluG5kv","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"Astrotech's Implements","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Bonus Proficiencies (Guardian: Aqinos)","tint":"","transfer":true}]} +{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st level

\n

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"DVBWZvttZhH2ZECU","name":"Straight Through","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Fighter: Heavy 10"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DuckPKni4u8oONVl","name":"Staggering Stratagem","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DxPXLhKth1RoxabZ","name":"Form Basics (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Juyo/Vapaad lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DuckPKni4u8oONVl","name":"Staggering Stratagem","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DxPXLhKth1RoxabZ","name":"Form Basics (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Juyo/Vapaad lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"E2udC6wpGwnihK6M","name":"Projected Barrier (Consular: Balance)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"E67Bd24TAx1TYKOn","name":"Quantum Entanglement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter’s range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Heads Up (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"a friendly creature who can see or hear you makes a saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"EEvY0sje0iabXRSa"} -{"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 18th level

\n

You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[{"_id":"Fu1VnuXgaWU3DgFo","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"acid","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"ion","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"sonic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","label":"Empty Body","tint":"","transfer":false}]} -{"_id":"ERxkgOiObTWTw3e4","name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[]} -{"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 1"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"KeWz3GeHwI91jzW8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"max(@abilities.wis.mod, @abilities.cha.mod)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} -{"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ek37RSvjDaJp3MkR","name":"Lucky Number 7","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the scholar table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"EmiCBDAZDJcTTBfb","name":"The Way of the Hydra","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F2YSxjXkd8Lilvmu","name":"Damage Absorption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F2rWFG8dQ3ftwCZ7","name":"Kinetic Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F39XcNVEfV9FHhuq","name":"Force Carving","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FB9K10grUZqO3GJz","name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 18th level

\n

You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"FM20QrLGK4qb1mbb","name":"Personal Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"E67Bd24TAx1TYKOn","name":"Quantum Entanglement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter’s range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EEvY0sje0iabXRSa","name":"Heads Up (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"a friendly creature who can see or hear you makes a saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EPhvB41gDEI8Yww4","name":"In the Spotlight","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

\n
    \n
  • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
  • \n
  • Your critical hit range against the marked target increases by 1.
  • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
\n

This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Bonus.webp","effects":[]} +{"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 18th level

\n

You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[{"_id":"Fu1VnuXgaWU3DgFo","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"acid","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"ion","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"sonic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","label":"Empty Body","tint":"","transfer":false}]} +{"_id":"ERxkgOiObTWTw3e4","name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[]} +{"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"KeWz3GeHwI91jzW8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"max(@abilities.wis.mod, @abilities.cha.mod)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} +{"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ek37RSvjDaJp3MkR","name":"Lucky Number 7","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the scholar table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EmiCBDAZDJcTTBfb","name":"The Way of the Hydra","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F2YSxjXkd8Lilvmu","name":"Damage Absorption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F2rWFG8dQ3ftwCZ7","name":"Kinetic Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F39XcNVEfV9FHhuq","name":"Force Carving","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

You have derived powers from schematics with the aid of your wristpad. See chapter 10 or the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"FB9K10grUZqO3GJz","name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 18th level

\n

You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"FM20QrLGK4qb1mbb","name":"Personal Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FQNb2jEnIpiXWDSV","name":"Stealth's Exploit - Aim","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"FRRrkJRxhZgCPWc5","name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

\n

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

CYBERTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BIOTIC AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

\n
\n

ADVANCED CORROSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n
\n

ADVANCED CRYO AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n
\n

ADVANCED EXPLOSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

\n
\n

ARAKYD VECTOR

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AUGMENTED EXPLOSIVE

\n

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

\n

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

\n
\n

BELASCO DYNAMICS

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOTIC AMPLIFIER

\n

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

\n

You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n
\n

CLIMBING GLOVES

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

CORROSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

CRYO AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DARKVISION GOGGLES

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

EXPLOSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

IMAGING AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

JET BOOTS

\n

Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

\n
\n

MECHANICAL ARM

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n
\n

PROTOTYPE BIOTIC AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

\n
\n

PROTOTYPE CORROSIVE AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

\n
\n

PROTOTYPE CRYO AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

\n
\n

PROTOTYPE EXPLOSIVE AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

\n

takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

SENTRY TURRET

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 11th level

\n

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"nbAa0ZtQHkhO3sK8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.sw5e.reliableTalent","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Reliable Talent","tint":"","transfer":true}]} -{"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you have advantage on Constitution saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"FfhvDw5qQshfmWgv","name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}]} -{"_id":"Fgf59MnnITFoccIZ","name":"Additional Maneuvers (Scholar: Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ACID BURST

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n
\n

CHARGING ATTACK

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n
\n

ELECTRICAL DISCHARGE

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n
\n

RAMPAGE

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n
\n

UNRELENTING GRASP

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n
\n

VENOMOUS SLASH

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n
\n

IMPROVED MANEUVERS

\n

You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n
\n

IMPROVED SUPERIORITY DICE

\n

You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n
\n

THE TACTICAL SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSuperiority DiceManeuvers Known
3rd44
4th44
5th44
6th44
7th66
8th66
9th66
10th66
11th88
12th88
13th88
14th88
15th1010
16th1010
17th1010
18th1010
19th1010
20th1010
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Adaptive Calibration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 15th level

\n

When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"Fkt4cHRpLf7RZ9Cc"} -{"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FunIeNcKviL8ilS8","name":"Lethal Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

\n

Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

PRIMING ATTACK

\n

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

\n
\n

TARGET ASSESSMENT

\n

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

\n
    \n
  • Highest ability score
  • \n
  • Lowest ability score
  • \n
  • Strongest saving throw
  • \n
  • Weakest saving throw
  • \n
\n

VULNERABLE STRIKE

\n

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Fw5ULAWvA3jJIghs","name":"Rapid Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G0I4d2dP4K1N4715","name":"Channel the Force (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

ADVANCING DEFENDER

\n

When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G1J65CCBk5FuKhf5","name":"Bonus Proficiencies (Engineer: Unstable)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in a set of implements of your choice. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G9NlcRAQ2yP8Dkmc","name":"Assuming Direct Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with your choice of artist’s implements or jeweler’s implements.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FRRrkJRxhZgCPWc5","name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

\n

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

CYBERTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BIOTIC AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

\n
\n

ADVANCED CORROSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n
\n

ADVANCED CRYO AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n
\n

ADVANCED EXPLOSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

\n
\n

ARAKYD VECTOR

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AUGMENTED EXPLOSIVE

\n

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

\n

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

\n
\n

BELASCO DYNAMICS

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOTIC AMPLIFIER

\n

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

\n

You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n
\n

CLIMBING GLOVES

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

CORROSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

CRYO AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DARKVISION GOGGLES

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

EXPLOSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

IMAGING AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

JET BOOTS

\n

Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

\n
\n

MECHANICAL ARM

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n
\n

PROTOTYPE BIOTIC AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

\n
\n

PROTOTYPE CORROSIVE AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

\n
\n

PROTOTYPE CRYO AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

\n
\n

PROTOTYPE EXPLOSIVE AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

\n

takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

SENTRY TURRET

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 11th level

\n

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"nbAa0ZtQHkhO3sK8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.sw5e.reliableTalent","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Reliable Talent","tint":"","transfer":true}]} +{"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you have advantage on Constitution saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"name":"Fire Team Commander","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Bolstering Practice: 3rd level

\n

Also at 3rd level, you learn a number of squad maneuvers you can use to assist allies or exploit enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a squad maneuver.

\n
\n
\n

Fortifying Strike

\n

You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains temporary hit points equal to the amount of rolled.

\n
\n

Reaffirming Strike

\n

You use the authority your attacks carry to help your ally focus on the task at hand. Choose a creature within 60 feet of you who can see or hear you and that is currently charmed or frightened by the creature you would deal Sneak Attack damage to. The condition immediately ends on that creature.

\n
\n

Bolstering Strike

\n

You choose a friendly creature within 60 feet of you who can see or hear you. If that creature hits the creature against which you forwent two Sneak Attack damage dice before the start of your next turn, they deal additional damage to the target equal to the maximum of the two Sneak Attack dice.

\n
\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[],"_id":"Fckg4HuvucWJi9Jc"} +{"_id":"FfhvDw5qQshfmWgv","name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}]} +{"_id":"Fgf59MnnITFoccIZ","name":"Additional Maneuvers (Scholar: Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ACID BURST

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n
\n

CHARGING ATTACK

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n
\n

ELECTRICAL DISCHARGE

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n
\n

RAMPAGE

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n
\n

UNRELENTING GRASP

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n
\n

VENOMOUS SLASH

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n
\n

IMPROVED MANEUVERS

\n

You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n
\n

IMPROVED SUPERIORITY DICE

\n

You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n
\n

THE TACTICAL SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSuperiority DiceManeuvers Known
3rd44
4th44
5th44
6th44
7th66
8th66
9th66
10th66
11th88
12th88
13th88
14th88
15th1010
16th1010
17th1010
18th1010
19th1010
20th1010
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Fkt4cHRpLf7RZ9Cc","name":"Adaptive Calibration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 15th level

\n

When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FunIeNcKviL8ilS8","name":"Lethal Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

\n

Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

PRIMING ATTACK

\n

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

\n
\n

TARGET ASSESSMENT

\n

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

\n
    \n
  • Highest ability score
  • \n
  • Lowest ability score
  • \n
  • Strongest saving throw
  • \n
  • Weakest saving throw
  • \n
\n

VULNERABLE STRIKE

\n

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Fw5ULAWvA3jJIghs","name":"Rapid Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 10th level

\n

You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 10"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Bonus.webp","effects":[]} +{"_id":"G0I4d2dP4K1N4715","name":"Channel the Force (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

ADVANCING DEFENDER

\n

When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G1J65CCBk5FuKhf5","name":"Bonus Proficiencies (Engineer: Unstable)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in a set of implements of your choice. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G9NlcRAQ2yP8Dkmc","name":"Assuming Direct Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with your choice of artist’s implements or jeweler’s implements.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GEbWkeT7nHCq7PA0","name":"Rally","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"GLJb9OGWDEHvcAbe","name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"GLJb9OGWDEHvcAbe","name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"GVsIS7ZRXBdbE5vS","name":"Menacing Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} -{"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GcmkGFhQ0c8EWBc3","name":"Mark of the Inquisitor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Ranger’s Quarry feature is within 15 feet of you, you gain the following benefits:

\n
    \n
  • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
  • \n
  • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
  • \n
\n

At 11th level, the radius of this feature increases to 30 feet.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 2nd level

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelDiscoveries
1st-
2nd2
3rd4
4th4
5th5
6th5
7th5
8th5
9th6
10th6
11th7
12th7
13th8
14th8
15th8
16th8
17th9
18th9
19th9
20th9
\n
\n

DISCOVERIES

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

\n
\n
\n

ACADEMIC MEMORY

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n
\n

ADAPTIVE

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n
\n

AMBASSADOR

\n

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

\n
\n

CLEVER APPLICATIONS

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n
\n

MENTAL PROWESS

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n
\n

HARDENED MIND

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n
\n

LIFELONG LEARNING

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

LINGERING ADVICE

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n
\n

MASTER’S ADVICE

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n
\n

PERFECT MANEUVER

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n
\n

QUICK ANALYSIS

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n
\n

RELIABLE SOURCES

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n
\n

RESOLUTE

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n
\n

RUNNING ON FUMES

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

SURVIVAL EXPERT

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n
\n

TARGETED ANALYSIS

\n

Prerequisite: 5th level
Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n
\n

TECH AMATEUR

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n
\n

UNIVERSAL LANGUAGE

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GnOt6LNfEOoKjLl7","name":"Reflective Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GuyZIHUnTINGFLXQ","name":"Know Your Enemy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GzfX3ZSoFVyyHbH1","name":"Instinctive Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H00QpZIVvyleKRdW","name":"Unstoppable Force (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H1wby8wQisTrmDFb","name":"Potent Fortifications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd level

\n

When a friendly creature other than you that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Potent Aptitude to have your structure take the damage instead. If your structure would normally have immunity or resistance to this damage, it loses that immunity or resistance for this attack. When you do so, the damage is reduced by an amount equal to 1 d10 + your Intelligence modifier + your engineer level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H4XstMjZvkAsfyoJ","name":"Master Builder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 18th level

\n

Your ability with your portable structures has reached untold superiority. You gain the following benefits:

\n
    \n
  • You can have two structures active at a time, instead of only one. as you learn to more efficiendy use your portable structure.
  • \n
  • Your structures no longer take double damage from the siege property.
  • \n
  • Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HBrAX52KaGHwW2Wy","name":"Twinned Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HmfdajaZCOjIwtQQ","name":"Master of Unity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

\n
    \n
  • You and your companion have resistance to kinetic and energy damage.
  • \n
  • Neither you nor your companion can have disadvantage on attack rolls.
  • \n
  • Both you and your companion’s critical hit ranges increase by 1.
  • \n
\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Hr4a2dhMPKm4sbU7","name":"Corsair Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. Additionally, you can use your Force-Empowered Self options when you hit with a ranged weapon attack.

\n

Lastly, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GYtqJYgsY4nKIQdE","name":"Responder's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcmkGFhQ0c8EWBc3","name":"Mark of the Inquisitor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Ranger’s Quarry feature is within 15 feet of you, you gain the following benefits:

\n
    \n
  • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
  • \n
  • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
  • \n
\n

At 11th level, the radius of this feature increases to 30 feet.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 2nd level

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelDiscoveries
1st-
2nd2
3rd4
4th4
5th5
6th5
7th5
8th5
9th6
10th6
11th7
12th7
13th8
14th8
15th8
16th8
17th9
18th9
19th9
20th9
\n
\n

DISCOVERIES

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

\n
\n
\n

ACADEMIC MEMORY

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n
\n

ADAPTIVE

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n
\n

AMBASSADOR

\n

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

\n
\n

CLEVER APPLICATIONS

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n
\n

MENTAL PROWESS

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n
\n

HARDENED MIND

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n
\n

LIFELONG LEARNING

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

LINGERING ADVICE

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n
\n

MASTER’S ADVICE

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n
\n

PERFECT MANEUVER

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n
\n

QUICK ANALYSIS

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n
\n

RELIABLE SOURCES

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n
\n

RESOLUTE

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n
\n

RUNNING ON FUMES

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

SURVIVAL EXPERT

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n
\n

TARGETED ANALYSIS

\n

Prerequisite: 5th level
Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n
\n

TECH AMATEUR

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n
\n

UNIVERSAL LANGUAGE

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GnOt6LNfEOoKjLl7","name":"Reflective Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GuyZIHUnTINGFLXQ","name":"Know Your Enemy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GzfX3ZSoFVyyHbH1","name":"Instinctive Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H00QpZIVvyleKRdW","name":"Unstoppable Force (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H1wby8wQisTrmDFb","name":"Potent Fortifications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd level

\n

When a friendly creature other than you that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Potent Aptitude to have your structure take the damage instead. If your structure would normally have immunity or resistance to this damage, it loses that immunity or resistance for this attack. When you do so, the damage is reduced by an amount equal to 1 d10 + your Intelligence modifier + your engineer level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H4XstMjZvkAsfyoJ","name":"Master Builder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 18th level

\n

Your ability with your portable structures has reached untold superiority. You gain the following benefits:

\n
    \n
  • You can have two structures active at a time, instead of only one. as you learn to more efficiendy use your portable structure.
  • \n
  • Your structures no longer take double damage from the siege property.
  • \n
  • Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HBrAX52KaGHwW2Wy","name":"Twinned Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HmfdajaZCOjIwtQQ","name":"Master of Unity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

\n
    \n
  • You and your companion have resistance to kinetic and energy damage.
  • \n
  • Neither you nor your companion can have disadvantage on attack rolls.
  • \n
  • Both you and your companion’s critical hit ranges increase by 1.
  • \n
\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Hr4a2dhMPKm4sbU7","name":"Corsair Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. Additionally, you can use your Force-Empowered Self options when you hit with a ranged weapon attack.

\n

Lastly, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"I3UvZaGNY7D1Vyl3","name":"Academic Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 1st level

\n

You learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

ADMINISTER AID

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n
\n

ASSESS THE SITUATION

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n
\n

CRIPPLING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n
\n

DELIBERATE MOVEMENT

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

HEADS UP

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n
\n

MEASURED ACTION

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n
\n

ONE STEP AHEAD

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n
\n

TARGETED STRIKE

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

DISARMING SLASH

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"I7nWhcvXvcnaVk0r","name":"Scavenger's Reach","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the force disarm force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IBxXS7o4VV3znf5i","name":"Self-Sustain","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IGcZhZ4P27qH3rU5","name":"Forcecasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IUjkAqQo7ZvR4IQp","name":"Concealment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IWTDawTUf79eWbEV","name":"Primal Champion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 20th level
You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"IfkarBD3hTnNQJ14","name":"Spinning Flourish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner.

\n

As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"dex"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8oOrU39v8OV1X2mB","flags":{},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/heal.svg","label":"Charmed","origin":"Item.ceUpjW0NB8ppcyIp","tint":"#eeb7cf","transfer":false}]} -{"_id":"IkM7PeTwXZA5XHk8","name":"Fast and Agile","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IlZ1K1GB0hW4YaSq","name":"Discoveries (Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

COMMANDER’S ARMOR

\n

Prerequisite: 5th level
You gain proficiency in medium armor.

\n
\n

CONTINGENCY PLAN

\n

Prerequisite: 9th level
When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n
\n

FIGHTING STYLE

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n
\n

FIRING COMMAND

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n
\n

OBSERVANT LEADER

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n
\n

STUDIED COMMANDER

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n
\n

TACTICAL RETREAT

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n
\n

UNBOUND COMMANDER

\n

Prerequisite: 12th level
You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Im0RXSNpKTuOE42u","name":"Master of Domination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IrkHv7duOnw3Ilgy","name":"Resuscitate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

\n

Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Iv5MsHSDXerTQQ89","name":"Power Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IyanFYU0wuqDvUd3","name":"Extended Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"J4Fm8fhsVnEE6BVK","name":"Additional Maneuvers (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n

LOYAL BOND

\n

Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

\n
\n

GO GET 'EM

\n

While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

\n
\n

PIN DOWN

\n

When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast’s Strength (Athletics) check.

\n
\n

PRIMAL ENDURANCE

\n

As an action, you can expend a superiority die to improve your beast’s defense. Roll the die and add it to your beast’s AC until the beginning of your next turn.

\n
\n

SIC 'EM

\n

As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

\n
\n

SPINE-CHILLING HOWLS

\n

As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

\n
\n

WILD SENSES

\n

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

\n

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JE61hlD3B3IIfcLo","name":"Event Cascade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JGsW7jjvTH23Vw99","name":"Distant Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"I5iPvBjc9laxZDt3","name":"Maven's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

DISARMING SLASH

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"I7nWhcvXvcnaVk0r","name":"Scavenger's Reach","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the force disarm force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 6th and 14th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"IBxXS7o4VV3znf5i","name":"Self-Sustain","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IGcZhZ4P27qH3rU5","name":"Forcecasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IMYYQfB9ZfXTHaaP","name":"Double Dose","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Your application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the scout table. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"requirements":"Triage Technique: 7","source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"@classes.scout.levels","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[]} +{"_id":"IUjkAqQo7ZvR4IQp","name":"Concealment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IWTDawTUf79eWbEV","name":"Primal Champion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 20th level
You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"IfkarBD3hTnNQJ14","name":"Spinning Flourish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner.

\n

As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"dex"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8oOrU39v8OV1X2mB","flags":{},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/heal.svg","label":"Charmed","origin":"Item.ceUpjW0NB8ppcyIp","tint":"#eeb7cf","transfer":false}]} +{"_id":"IkM7PeTwXZA5XHk8","name":"Fast and Agile","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IlZ1K1GB0hW4YaSq","name":"Discoveries (Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

COMMANDER’S ARMOR

\n

Prerequisite: 5th level
You gain proficiency in medium armor.

\n
\n

CONTINGENCY PLAN

\n

Prerequisite: 9th level
When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n
\n

FIGHTING STYLE

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n
\n

FIRING COMMAND

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n
\n

OBSERVANT LEADER

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n
\n

STUDIED COMMANDER

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n
\n

TACTICAL RETREAT

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n
\n

UNBOUND COMMANDER

\n

Prerequisite: 12th level
You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Im0RXSNpKTuOE42u","name":"Master of Domination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IrkHv7duOnw3Ilgy","name":"Resuscitate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

\n

Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Iv5MsHSDXerTQQ89","name":"Power Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IyanFYU0wuqDvUd3","name":"Extended Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"J4Fm8fhsVnEE6BVK","name":"Additional Maneuvers (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n

LOYAL BOND

\n

Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

\n
\n

GO GET 'EM

\n

While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

\n
\n

PIN DOWN

\n

When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast’s Strength (Athletics) check.

\n
\n

PRIMAL ENDURANCE

\n

As an action, you can expend a superiority die to improve your beast’s defense. Roll the die and add it to your beast’s AC until the beginning of your next turn.

\n
\n

SIC 'EM

\n

As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

\n
\n

SPINE-CHILLING HOWLS

\n

As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

\n
\n

WILD SENSES

\n

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"J6UpfNTBnEhlB6Wv","name":"Adaptability Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

\n

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JE61hlD3B3IIfcLo","name":"Event Cascade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JGsW7jjvTH23Vw99","name":"Distant Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"JK41aAdGPKAj3Tjg","name":"Animal Handling's Exploit - Confuse Beast","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"JPzbQWEUX8Sqa7Kh","name":"Medicine's Exploit - Precision Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"JSIXdNE2Tlipguvv","name":"Forcecasting Secrets (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JXn1yWPzzWjQfuq8","name":"Improved Aerial Agility","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n
    \n
  • When you move, you can instead take 3 short movements by flying.
  • \n
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Jn5Z68lSORbQPgU0","name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}]} +{"_id":"JSIXdNE2Tlipguvv","name":"Forcecasting Secrets (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JXn1yWPzzWjQfuq8","name":"Improved Aerial Agility","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n
    \n
  • When you move, you can instead take 3 short movements by flying.
  • \n
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Jn5Z68lSORbQPgU0","name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}]} {"_id":"JpWZ8IRs6geodsmf","name":"Ashla","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"JvAFnMZezc5jTUz6","name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JvUv4v80BRiHeOQa","name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"JyXrmho5GP3SHYpB","name":"Panache","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"K3RcWiIghOqlEkaI","name":"Double Up","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KDiQ8O2evV2Z1YTo","name":"Fighter's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"KKcNBEZD1ypeV1cl","name":"My Ally Is the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KP18jV9KrOFrjfAo","name":"Artful Dancer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KVV3SCm8486tA67E","name":"Improved Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"KXDSrYHAZQZcglVz","name":"Boundless Vitality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KXwYzrlSl36gvwxM","name":"Enduring Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KaTv7hNRXKx0m8Fo","name":"Industrious Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KdCHmY58LTMxkQbq","name":"Assume the Position","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

BATTLE CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

\n
\n

SUPPORT CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n
\n

DISRUPTION CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lifelong Learning (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"L1p8UoiH96FEoPQK"} -{"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n
\n

BLADE BARRIER

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n
\n

FALLING AVALANCHE

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LLSeCmTx42FanV5K","name":"Superior Hunter's Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you gain one of the following features of your choice.

\n
\n
\n

EVASION

\n

When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n
\n

STAND AGAINST THE TIDE

\n

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

\n
\n

UNCANNY DODGE

\n

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JvAFnMZezc5jTUz6","name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JvUv4v80BRiHeOQa","name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"JyXrmho5GP3SHYpB","name":"Panache","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"K3RcWiIghOqlEkaI","name":"Double Up","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KDiQ8O2evV2Z1YTo","name":"Fighter's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"KKcNBEZD1ypeV1cl","name":"My Ally Is the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KP18jV9KrOFrjfAo","name":"Artful Dancer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KVV3SCm8486tA67E","name":"Improved Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"KXDSrYHAZQZcglVz","name":"Boundless Vitality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KXwYzrlSl36gvwxM","name":"Enduring Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KaTv7hNRXKx0m8Fo","name":"Industrious Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KdCHmY58LTMxkQbq","name":"Assume the Position","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

BATTLE CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

\n
\n

SUPPORT CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n
\n

DISRUPTION CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L1p8UoiH96FEoPQK","name":"Lifelong Learning (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n
\n

BLADE BARRIER

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n
\n

FALLING AVALANCHE

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LLSeCmTx42FanV5K","name":"Superior Hunter's Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you gain one of the following features of your choice.

\n
\n
\n

EVASION

\n

When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n
\n

STAND AGAINST THE TIDE

\n

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

\n
\n

UNCANNY DODGE

\n

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LcomcBR1au9LX7jm","name":"Deception's Exploit - Feint","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Lcp1bCLqq990O7UN","name":"Techcasting Secrets (Consular: Technology)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LdAitrLZhlaqGW90","name":"Fate's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ln96Hf2aqqbYiy9o","name":"Mark of the Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Lcp1bCLqq990O7UN","name":"Techcasting Secrets (Consular: Technology)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LdAitrLZhlaqGW90","name":"Fate's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ln96Hf2aqqbYiy9o","name":"Mark of the Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LucUd3PXlxFHsgPO","name":"Toil and Trouble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 17th level

\n

You perfect your control of your curses, granting them unmatched potency. When the target of your Curse of Objurgation fails a saving throw against one of your maneuvers, you can choose to amplify that maneuver by expending a number of Hit Dice of your choice. The target immediately takes 1d8 psychic damage for every Hit Die spent in this way.

\n

Additionally, when creatures attempt to use a power like remove curse or other similar abilities to remove a curse you set, they must roll a Wisdom or Charisma check (their choice) against your maneuver save DC. On a failed save, their attempt fails, and any force or tech points spent in this way are wasted.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 17"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"M2bObVPZABsSjW3H","name":"Overwatch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
\n

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

\n

If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn’t slow your group, provided they can see and hear you.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 20th level

\n

Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • \n

    You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.

    \n
  • \n
  • \n

    You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.

    \n
  • \n
  • \n

    You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.

    \n
  • \n
\n

While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[],"_id":"MCnskAoVOzPJIzSX"} -{"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

\n

Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:

\n
\n

Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n
\n

CONSTRICT

\n

You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

\n

If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

\n
\n

DISARM

\n

You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

\n
\n

HIP TOSS

\n

You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"MpVtbYkGWqYbbEYj"} -{"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M2bObVPZABsSjW3H","name":"Overwatch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
\n

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

\n

If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M4RvEHMiSwglzPNv","name":"Ideal of the Agile","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"YI8XCFNh7Xm45hG4","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.swim","value":"@attributes.movement.walk","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":"@attributes.movement.walk","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile","tint":"","transfer":true},{"_id":"LxnPDMWKkCdrIDHz","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile Manefestation","tint":"","transfer":false}]} +{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st level

\n

You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn’t slow your group, provided they can see and hear you.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food.
  • \n
  • You have advantage on Survival checks.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MCnskAoVOzPJIzSX","name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 20th level

\n

Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • \n

    You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.

    \n
  • \n
  • \n

    You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.

    \n
  • \n
  • \n

    You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.

    \n
  • \n
\n

While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[]} +{"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scholar Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Scholar, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

","chat":"","unidentified":""},"requirements":"Scholar 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.aT4OecS7MuS2UkDq"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Scholar Proficiencies","tint":"","transfer":true}],"_id":"MKySg3gpD8vGxnKE"} +{"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

\n

Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:

\n
\n

Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n
\n

CONSTRICT

\n

You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

\n

If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

\n
\n

DISARM

\n

You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

\n
\n

HIP TOSS

\n

You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sentinel (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Sentinel, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple lightweapons

\n

Skills: Choose one from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

","chat":"","unidentified":""},"requirements":"Dex 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.OqtLdjGbiyief737"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[{"_id":"HkdTeDEg1YmuehWr","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","label":"Sentinel (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"Moxu9SP6lvojlmiq"} +{"_id":"MpVtbYkGWqYbbEYj","name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MroCOqssyA52gFIR","name":"Intimidation's Exploit - Battle Cry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

\n

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TWIN STRIKE

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 1st level

\n

In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"N6Z5ICg4rsix6OnA","name":"Techcasting (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NHLCKgLZAe3MP0dT","name":"Dosage Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM’s discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

\n

Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

\n

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TWIN STRIKE

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 1st level

\n

In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"N6Z5ICg4rsix6OnA","name":"Techcasting (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NHLCKgLZAe3MP0dT","name":"Dosage Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM’s discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

\n

Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NJVjTgvClvUt5Ep9","name":"Athletics's Exploit - Wrestle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Targeted Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"NdwC9ha1rdQnCiT1"} -{"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 14th level

\n

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Cf67ZmhiTFvzHbkK","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Blindsense","tint":"","transfer":true}]} -{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 18th level

\n

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n
\n

SONG OF BATTLE

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n
\n

SONG OF SUPPORT

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n
\n

SONG OF DISRUPTION

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NdwC9ha1rdQnCiT1","name":"Targeted Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 14th level

\n

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Cf67ZmhiTFvzHbkK","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Blindsense","tint":"","transfer":true}]} +{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 18th level

\n

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n
\n

SONG OF BATTLE

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n
\n

SONG OF SUPPORT

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n
\n

SONG OF DISRUPTION

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NsjD1QnbbxOrkytQ","name":"Insight's Exploit - Intuit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

\n

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

AUDIOTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BATTLE ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n
\n

ADVANCED DISRUPTION ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n
\n

ADVANCED SUPPORT ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n
\n

BATTLE SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n
\n

DISRUPTION SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n
\n

ENTHRALLING PERFORMANCE

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

FINDING MY WAY

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

HYPNOTIC MELODY

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

INAUDIBLE CASTING

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n
\n

LONG RANGE NOISE

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n
\n

MAGNIFYING DEVICE

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERWHELMING SOUNDWAVES

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n
\n

PROTOTYPE BATTLE ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n
\n

PROTOTYPE DISRUPTION ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PROTOTYPE SUPPORT ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n
\n

RESTFUL MELODY

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n
\n

RUSH

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n
\n

SHARP NOISE

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n
\n

SHOCK MOUNT

\n

Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

SIMPLE MELODIES

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

SONAR PULSE

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

SONG FLOW

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n
\n

SUPPORT SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"O7SfbJqD6GhZS6dJ","name":"Unrelenting Advance","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 13th level

\n

You have advantage on ability checks and saving throws against effects that would grapple or restrain you.

\n

Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OACrI8TxI9AYZ3v0","name":"Nimble Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n
\n
\n

BLADE DEFENSE

\n

You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n
\n

DISARMING STRIKE

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n
\n

FANCY FOOTWORK

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ODDIoJe6dsXI0Fzl","name":"Bonus Proficiencies (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.

\n

Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMSTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ACCURACY FOCUS

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AMPLIFYING BARREL

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BAYONET

\n

Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

\n
\n

BURST CORE

\n

Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.

\n
\n

BOOMING STRIKES

\n

Prerequisite: 5th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

\n
\n

CELERITY OSCILLATOR

\n

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

\n
\n

COLLAPSIBLE FRAME

\n

Prerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

\n
\n

CONTOURED GRIP

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

EXPANDED MAGAZINE

\n

Prerequisite: Blaster
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

FLASHLIGHT

\n

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

\n
\n

HARPOON REEL

\n

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

IMBUE WEAPON

\n

Prerequisite: 9th level
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

\n
\n

IMPROVED BURST CORE

\n

Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon’s burst number is reduced to half its reload number.

\n
\n

INTEGRATED MAGAZINE

\n

Prerequisite: Expanded Magazine
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

JAGGED OSCILLATOR

\n

Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

\n
\n

KEEN OSCILLATOR

\n

Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon’s critical hit range increases by 1.

\n
\n

NEUTRONIUM EDGE

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERCHARGE WEAPON

\n

Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

\n
\n

POWER LOOP

\n

Prerequisite: 9th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

RECOIL DAMPENER

\n

Prerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.

\n
\n

RETURNING WEAPON GUARD

\n

Prerequisite: Vibroweapon
You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

\n
\n

SCREENING WEAPON

\n

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

\n
\n

SHOCK ABSORBER

\n

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

\n
\n

SIEGE WEAPON

\n

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

\n
\n

SHOCKING HARPOON

\n

Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you recover the harpoon.

\n
\n

SHOCKING OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

SNAP FIRE

\n

Prerequisite: 9th level, Blaster
You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

\n
\n

STABILIZER CELL

\n

Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

\n
\n

STAGGERING OSCILLATOR

\n

Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

TRACKER

\n

Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

\n

The tracker regains all expended charges after a long rest.

\n
\n

TRUELIGHT

\n

Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

VENOMOUS OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Parry (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[],"_id":"OPQgz7dYDN4afv7Q"} -{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OWtFvWvqcOQFnh4M","name":"Focused Burst","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, and you use your Double Strike feature, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OZImqRmAk5aeBX2o","name":"General Practice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ob4SKH2kAglyDbkk","name":"Redirected Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OqdAc34c0Db1huf7","name":"Comfort Food","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OwENWRt1mFVfU8bB","name":"Elemental Paragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

You gain one of the following features.

\n

Once you've used the chosen feature, you must complete a long rest before you can use it again.

\n

While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

\n
\n
\n

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

\n
    \n
  • Ranged attacks made against you have disadvantage.
  • \n
  • You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
  • \n
  • You can use your action to create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to fire damage.
  • \n
  • The flames shed bright light in a 30 foot radius and dim light for an additional 30 feet.
  • \n
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • \n
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • \n
  • The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • \n
  • You can use your action to create a 15 foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to kinetic and energy damage.
  • \n
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it were air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
  • \n
  • You can use your action to create a small earthquake on the ground in a 15 foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"OwrSfaxJDodGEZH1"} -{"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in cybertech’s implements. Additionally, when you engage in crafting with cybertech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PNV1FnFfvmg1jYIe","name":"Modified Armor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.

\n

Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMORMECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

\n

ABSORPTION SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

ACCELERATED MOVEMENT

\n

Prerequisite: Armor
You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n
\n

ADAPTABLE ARMOR

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n
\n

ADVANCED POWER FIST

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.

\n
\n

ARTIFICIALLY INTELLIGENT

\n

Prerequisite: 9th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

BONDED PLATES

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

COLLAPSIBLE SUIT

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n
\n

DARKVISION VISOR

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

ENHANCED ENDURANCE

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n
\n

ELECTROSHOCK SHIELD

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n
\n

FLIGHT

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n
\n

GRAPPLING HARPOON

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

HEAVY SUIT

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

INFILTRATION SUIT

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n
\n

MAGNETIZED SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n
\n

OVERLOAD SHIELD

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

POWER FIST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n
\n

PROTOTYPE POWER FIST

\n

Prerequisite: 5th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n
\n

REINFORCED UNDERLAY

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

RESISTANCE

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n
\n

SEALED SUIT

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

\n
\n

SENTIENT ARMOR

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n
\n

SHIELD AMPLIFIER

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

SHIELD ANCHOR

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n
\n

TECH BLAST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

\n
\n

WEAPON INTEGRATION ARMORING

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

\n

 

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Guard action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PgBAMCiRkpoCThUU","name":"Guerrilla's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you would make an unarmed strike using your Martial Arts bonus action or as a part of your Flurry of Blows, you can instead attack with a Whills weapon you are wielding. You roll a d4 in place of the normal damage of your Whills weapon when attacking in this way. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Q0vNWRKInQbYTUvW","name":"Ability Score Improvement (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 2nd level
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QMnzEKetcEbpg8pZ","name":"Techcasting (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QRnYiJmRk18ekE9v","name":"Boggdo's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"QW2GcMjunyXuGZXe","name":"Reckless Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n

BRACING STRIKE

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

PUNISHING STRIKE

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

STAGGERING STRIKE

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qdbzi0NO5FVsmFXd","name":"Ionized Weave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QiK8clUuVuTqq9YB","name":"On the Hunt","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you use your Predator’s Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QoAgL1uVhHkRhtNs","name":"Build and Destroy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 6th level

\n

You've learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QoSoggniLQlVPh3D","name":"Fighting Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qqp4sbAvV5R3xgO4","name":"Greater Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 11th level
You can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"QwDExZ4sYBdx4d4o","name":"Scout Routines","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n
\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qz3oXfqQ35dbneST","name":"Fascinating Display","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"R7naUToBqZ1NEzzq","name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}]} -{"_id":"RBJTHUlo3FTY2RNR","name":"Risk Versus Reward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RMSdumXiAEfpyqyy","name":"Blitz Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.

\n

Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:

\n

Blitz Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n
\n

Demoralizing Attack

\n

The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

Diverting Attack

\n

Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

\n
\n

Warmonger's Attack

\n

If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

\n

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

AUDIOTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BATTLE ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n
\n

ADVANCED DISRUPTION ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n
\n

ADVANCED SUPPORT ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n
\n

BATTLE SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n
\n

DISRUPTION SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n
\n

ENTHRALLING PERFORMANCE

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

FINDING MY WAY

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

HYPNOTIC MELODY

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

INAUDIBLE CASTING

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n
\n

LONG RANGE NOISE

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n
\n

MAGNIFYING DEVICE

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERWHELMING SOUNDWAVES

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n
\n

PROTOTYPE BATTLE ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n
\n

PROTOTYPE DISRUPTION ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PROTOTYPE SUPPORT ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n
\n

RESTFUL MELODY

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n
\n

RUSH

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n
\n

SHARP NOISE

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n
\n

SHOCK MOUNT

\n

Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

SIMPLE MELODIES

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

SONAR PULSE

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

SONG FLOW

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n
\n

SUPPORT SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"O7SfbJqD6GhZS6dJ","name":"Unrelenting Advance","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 13th level

\n

You have advantage on ability checks and saving throws against effects that would grapple or restrain you.

\n

Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OACrI8TxI9AYZ3v0","name":"Nimble Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n
\n
\n

BLADE DEFENSE

\n

You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n
\n

DISARMING STRIKE

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n
\n

FANCY FOOTWORK

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ODDIoJe6dsXI0Fzl","name":"Bonus Proficiencies (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.

\n

Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMSTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ACCURACY FOCUS

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AMPLIFYING BARREL

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BAYONET

\n

Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

\n
\n

BURST CORE

\n

Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.

\n
\n

BOOMING STRIKES

\n

Prerequisite: 5th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

\n
\n

CELERITY OSCILLATOR

\n

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

\n
\n

COLLAPSIBLE FRAME

\n

Prerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

\n
\n

CONTOURED GRIP

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

EXPANDED MAGAZINE

\n

Prerequisite: Blaster
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

FLASHLIGHT

\n

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

\n
\n

HARPOON REEL

\n

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

IMBUE WEAPON

\n

Prerequisite: 9th level
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

\n
\n

IMPROVED BURST CORE

\n

Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon’s burst number is reduced to half its reload number.

\n
\n

INTEGRATED MAGAZINE

\n

Prerequisite: Expanded Magazine
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

JAGGED OSCILLATOR

\n

Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

\n
\n

KEEN OSCILLATOR

\n

Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon’s critical hit range increases by 1.

\n
\n

NEUTRONIUM EDGE

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERCHARGE WEAPON

\n

Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

\n
\n

POWER LOOP

\n

Prerequisite: 9th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

RECOIL DAMPENER

\n

Prerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.

\n
\n

RETURNING WEAPON GUARD

\n

Prerequisite: Vibroweapon
You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

\n
\n

SCREENING WEAPON

\n

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

\n
\n

SHOCK ABSORBER

\n

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

\n
\n

SIEGE WEAPON

\n

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

\n
\n

SHOCKING HARPOON

\n

Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you recover the harpoon.

\n
\n

SHOCKING OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

SNAP FIRE

\n

Prerequisite: 9th level, Blaster
You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

\n
\n

STABILIZER CELL

\n

Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

\n
\n

STAGGERING OSCILLATOR

\n

Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

TRACKER

\n

Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

\n

The tracker regains all expended charges after a long rest.

\n
\n

TRUELIGHT

\n

Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

VENOMOUS OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OPQgz7dYDN4afv7Q","name":"Parry (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} +{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"OWtFvWvqcOQFnh4M","name":"Focused Burst","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, and you use your Double Strike feature, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OZImqRmAk5aeBX2o","name":"General Practice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ob4SKH2kAglyDbkk","name":"Redirected Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OqdAc34c0Db1huf7","name":"Comfort Food","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OwENWRt1mFVfU8bB","name":"Elemental Paragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

You gain one of the following features.

\n

Once you've used the chosen feature, you must complete a long rest before you can use it again.

\n

While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

\n
\n
\n

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

\n
    \n
  • Ranged attacks made against you have disadvantage.
  • \n
  • You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
  • \n
  • You can use your action to create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to fire damage.
  • \n
  • The flames shed bright light in a 30 foot radius and dim light for an additional 30 feet.
  • \n
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • \n
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to cold damage.
  • \n
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • \n
  • The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • \n
  • You can use your action to create a 15 foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

\n
    \n
  • You have resistance to kinetic and energy damage.
  • \n
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it were air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
  • \n
  • You can use your action to create a small earthquake on the ground in a 15 foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • \n
\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"OwrSfaxJDodGEZH1","name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"P9d5wss9KRiHp2GZ","name":"Berserker Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Berserker, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

","chat":"","unidentified":""},"requirements":"Berserker 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.50BbRC416Si7ySah"}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Berserker Proficiencies","tint":"","transfer":true}]} +{"_id":"PBEmu4pAlPyzDmez","name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

Duration automation requires both DAE and about-time or times-up.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}]} +{"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in cybertech’s implements. Additionally, when you engage in crafting with cybertech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PNV1FnFfvmg1jYIe","name":"Modified Armor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.

\n

Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMORMECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

\n

ABSORPTION SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

ACCELERATED MOVEMENT

\n

Prerequisite: Armor
You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n
\n

ADAPTABLE ARMOR

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n
\n

ADVANCED POWER FIST

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.

\n
\n

ARTIFICIALLY INTELLIGENT

\n

Prerequisite: 9th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

BONDED PLATES

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

COLLAPSIBLE SUIT

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n
\n

DARKVISION VISOR

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

ENHANCED ENDURANCE

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n
\n

ELECTROSHOCK SHIELD

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n
\n

FLIGHT

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n
\n

GRAPPLING HARPOON

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

HEAVY SUIT

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

INFILTRATION SUIT

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n
\n

MAGNETIZED SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n
\n

OVERLOAD SHIELD

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

POWER FIST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n
\n

PROTOTYPE POWER FIST

\n

Prerequisite: 5th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n
\n

REINFORCED UNDERLAY

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

RESISTANCE

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n
\n

SEALED SUIT

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

\n
\n

SENTIENT ARMOR

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n
\n

SHIELD AMPLIFIER

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

SHIELD ANCHOR

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n
\n

TECH BLAST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

\n
\n

WEAPON INTEGRATION ARMORING

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

\n

 

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Guard action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PgBAMCiRkpoCThUU","name":"Guerrilla's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you would make an unarmed strike using your Martial Arts bonus action or as a part of your Flurry of Blows, you can instead attack with a Whills weapon you are wielding. You roll a d4 in place of the normal damage of your Whills weapon when attacking in this way. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Q0vNWRKInQbYTUvW","name":"Ability Score Improvement (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 2nd level
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QL4kNoKCHClr5jFP","name":"Ideal of the Titan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"dR4ipB2mMlCk1jHy","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan","tint":"","transfer":true},{"_id":"mvSs3VXA4rSkpT8b","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan Manifestation","tint":"","transfer":false}]} +{"_id":"QMnzEKetcEbpg8pZ","name":"Techcasting (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QRnYiJmRk18ekE9v","name":"Boggdo's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"QW2GcMjunyXuGZXe","name":"Reckless Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n

BRACING STRIKE

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

PUNISHING STRIKE

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

STAGGERING STRIKE

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qdbzi0NO5FVsmFXd","name":"Ionized Weave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QiK8clUuVuTqq9YB","name":"On the Hunt","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you use your Predator’s Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QoAgL1uVhHkRhtNs","name":"Build and Destroy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 6th level

\n

You've learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QoSoggniLQlVPh3D","name":"Fighting Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qqp4sbAvV5R3xgO4","name":"Greater Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 11th level
You can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"Qz3oXfqQ35dbneST","name":"Fascinating Display","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"R7naUToBqZ1NEzzq","name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}]} +{"_id":"RBJTHUlo3FTY2RNR","name":"Risk Versus Reward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RMSdumXiAEfpyqyy","name":"Blitz Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.

\n

Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:

\n

Blitz Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n
\n

Demoralizing Attack

\n

The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

Diverting Attack

\n

Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

\n
\n

Warmonger's Attack

\n

If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RPJDKVq0ehpaLMNp","name":"Skill's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n
\n
\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n
\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n
\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n
\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n
\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n
\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n
\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RShVKT9JGm5zHXU3","name":"Human Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RU8Tb8fY6GOfyhIb","name":"Mutagenic Transformation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n
    \n
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • \n
  • Your Strength score becomes equal to your Intelligence score.
  • \n
  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.
  • \n
\n

You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RYV1XXoeZ4GjBpkq","name":"Focused Breathing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RhtkuvE1lcDsocvR","name":"Tireless Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Rii7wMd3z3cG9bk4","name":"Raid Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RljVTnR1IclXnqAv","name":"Cloak of Shadows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 6th level
Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RShVKT9JGm5zHXU3","name":"Human Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RU8Tb8fY6GOfyhIb","name":"Mutagenic Transformation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n
    \n
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • \n
  • Your Strength score becomes equal to your Intelligence score.
  • \n
  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.
  • \n
\n

You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RYV1XXoeZ4GjBpkq","name":"Focused Breathing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RhtkuvE1lcDsocvR","name":"Tireless Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rii7wMd3z3cG9bk4","name":"Raid Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RljVTnR1IclXnqAv","name":"Cloak of Shadows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 6th level
Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"RrbJ0mLnz3LF6dvq","name":"Heightened Hex","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 6th level

\n

When you use your Curse of Objurgation feature, each time the cursed creature deals damage to you or an allied creature you can see within 5 feet of you, the creature takes psychic damage equal to twice your Intelligence modifier (minimum of 2).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod*2","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"name":"Crippling Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"RsmGXKSS6EKQ4cTu"} -{"_id":"RuSNsQk0P9f0kIDI","name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}]} -{"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SAbD83Dx58emp6OY","name":"Force of Personality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore one-quarter and half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SDBNDY8CTCA0W0pq","name":"Genesplicer's Methods","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with geneticist’s implements and your choice of Medicine or Survival skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SDh3G0VxVlI8wPLh","name":"Beast Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n
\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • \n

    The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

    \n
  • \n
  • \n

    Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

    \n
  • \n
  • \n

    Your beast has the proficiency bonus of a player character of the same level.

    \n
  • \n
  • \n

    Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

    \n
  • \n
  • \n

    While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

    \n
  • \n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SIrtFoj8ngOsd37n","name":"Perfected Purposing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SQ38NMuSGq1UFgYZ","name":"Bonus Proficiencies (Guardian: Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SRvdjRxU3cpcEdcw","name":"One With the Force (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 20th level
Your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4.

\n

Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"SU5JDQ8GNySPSphF","name":"Reckless Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Sa2j1pJb7C7ur1YI","name":"Beast Companion (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast’s level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n
    \n
  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
  • \n
  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
  • \n
\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SatF0UL3wd2y7udQ","name":"Bonus Proficiencies (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with archaeologist kits and in the Lore skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 15th level

\n

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Fi1nWbhuJbzQtREV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Slippery Mind","tint":"","transfer":true}]} -{"_id":"ShctuxW8baarbs6W","name":"Lend Aid","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Bonus.webp","effects":[]} -{"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SpinvKUCtlRLkJ8C","name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 3rd, 9th, 10th, 17th, and 18th level

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level, and you gain an additional aura at 10th and 18th level.

\n

 

\n

GUARDIAN AURAS

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n
\n
\n

AURA OF CONQUEST

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n
\n

AURA OF CONVICTION

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n
\n

AURA OF HATRED

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n
\n

AURA OF PRESENCE

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n
\n

AURA OF PROTECTION

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n
\n

AURA OF VIGOR

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

AURA OF WARDING

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"RsmGXKSS6EKQ4cTu","name":"Crippling Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"RuSNsQk0P9f0kIDI","name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}]} +{"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SAbD83Dx58emp6OY","name":"Force of Personality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore one-quarter and half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SDBNDY8CTCA0W0pq","name":"Genesplicer's Methods","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with geneticist’s implements and your choice of Medicine or Survival skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SDh3G0VxVlI8wPLh","name":"Beast Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n
\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • \n

    The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

    \n
  • \n
  • \n

    Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

    \n
  • \n
  • \n

    Your beast has the proficiency bonus of a player character of the same level.

    \n
  • \n
  • \n

    Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

    \n
  • \n
  • \n

    While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

    \n
  • \n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SIrtFoj8ngOsd37n","name":"Perfected Purposing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SQ38NMuSGq1UFgYZ","name":"Bonus Proficiencies (Guardian: Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SRvdjRxU3cpcEdcw","name":"One With the Force (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 20th level
Your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4.

\n

Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"SU5JDQ8GNySPSphF","name":"Reckless Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Sa2j1pJb7C7ur1YI","name":"Beast Companion (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast’s level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n
    \n
  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
  • \n
  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
  • \n
\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: 10 + your beast’s Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SatF0UL3wd2y7udQ","name":"Bonus Proficiencies (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with archaeologist kits and in the Lore skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 15th level

\n

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Fi1nWbhuJbzQtREV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Slippery Mind","tint":"","transfer":true}]} +{"_id":"ShctuxW8baarbs6W","name":"Lend Aid","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Bonus.webp","effects":[]} +{"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SpinvKUCtlRLkJ8C","name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 3rd, 9th, 10th, 17th, and 18th level

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level, and you gain an additional aura at 10th and 18th level.

\n

 

\n

GUARDIAN AURAS

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n
\n
\n

AURA OF CONQUEST

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n
\n

AURA OF CONVICTION

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n
\n

AURA OF HATRED

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n
\n

AURA OF PRESENCE

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n
\n

AURA OF PROTECTION

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n
\n

AURA OF VIGOR

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

AURA OF WARDING

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"TH8uVHJVECGYQeO1","name":"Slow Fall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.monk.levels * 5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 4","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"TVV9UoH70X9GZd3p","name":"Technology's Exploit - Hacktivate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"TeEN1l7snHIuHxn6","name":"Blessing of the Tree of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you learn how to share your totem’s power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TlH3uqCgobccF5zp","name":"Projected Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.

\n
\n
\n

PROJECTED SPHERE

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n
\n

PROJECTED MAELSTROM

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n
\n

PROJECTED WAVE

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.

\n

This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TqPqxo9tACj5943r","name":"Extort Truth","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TuoWxmjG9LjToCSX","name":"Relentless","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TyzlB0iUbeeyXPVk","name":"Remote Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"U07y3DHxu9EddHoC","name":"Cause and Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"U3ukuB66gtdm8C7V","name":"Devastating Critical","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UALQWbDzmp6H8Uiq","name":"Shadow's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not automatically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UJVTP58YyoNqEbg6","name":"Bonus Proficiencies (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UNoJQm1l6ho9QEHR","name":"Whirling Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UYWFpXz6HKecYIC2","name":"War Chant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UeB3t6DmMaGzNijo","name":"Crimson Armaments","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UjIepYOFwxWzpBqS","name":"Absorb Damage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st and 6th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Test"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V2395mykGG37TJr7","name":"Improved Force-Empowered Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon’s damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V5fEHh7NEGB6h0ei","name":"Shatterpoint","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weaknesses, and learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VCwqg2o0ePLxL0s3","name":"Suit Reliability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second signature maneuver.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VRZeRYIBfLzZwlCw","name":"Armored Brute","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TeEN1l7snHIuHxn6","name":"Blessing of the Tree of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you learn how to share your totem’s power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TlH3uqCgobccF5zp","name":"Projected Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.

\n
\n
\n

PROJECTED SPHERE

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n
\n

PROJECTED MAELSTROM

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n
\n

PROJECTED WAVE

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.

\n

This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TqPqxo9tACj5943r","name":"Extort Truth","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TuoWxmjG9LjToCSX","name":"Relentless","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TyzlB0iUbeeyXPVk","name":"Remote Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"U07y3DHxu9EddHoC","name":"Cause and Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"U3ukuB66gtdm8C7V","name":"Devastating Critical","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UALQWbDzmp6H8Uiq","name":"Shadow's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not automatically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UJVTP58YyoNqEbg6","name":"Bonus Proficiencies (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UNoJQm1l6ho9QEHR","name":"Whirling Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UYWFpXz6HKecYIC2","name":"War Chant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UeB3t6DmMaGzNijo","name":"Crimson Armaments","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UjIepYOFwxWzpBqS","name":"Absorb Damage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st and 6th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Test","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V2395mykGG37TJr7","name":"Improved Force-Empowered Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon’s damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V5fEHh7NEGB6h0ei","name":"Shatterpoint","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weaknesses, and learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VCwqg2o0ePLxL0s3","name":"Suit Reliability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second signature maneuver.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VN0e5QTFkMISe9G0","name":"Engineer Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As an Engineer, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

","chat":"","unidentified":""},"requirements":"Engineer 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.1YPNbvkfvnaM603u"}},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","label":"Engineer Proficiencies","tint":"","transfer":true}]} +{"_id":"VRZeRYIBfLzZwlCw","name":"Armored Brute","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Fighter Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Fighter, you gain the following proficiencies.

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

","chat":"","unidentified":""},"requirements":"Fighter 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.jejIBRILBP418jTM"}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"hvy","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"shl","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","label":"Fighter Proficiencies","tint":"","transfer":true}],"_id":"VXwVYlMhUo7nTIsp"} +{"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Vp47yfLjJRtsGXOI","name":"Flurry of Blows","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make your Martial Arts bonus action attack, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"W0DZWv9b7uJlArxM","name":"Survival's Exploit - Snare","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"W2okaVdBI8rtdf8u","name":"Double Strike (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type to mirror their weapon's and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"W8D7uUzt8AE4FqlK","name":"Lore's Exploit - Study","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"W8tAUj59vUPKqTfx","name":"Aura of Vigor","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"WBTcdgZAjskgfJ9Y","name":"Combat Contrivances","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WMnnRU6adjSwGio4","name":"Energized Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WTBhKJgkArQI3Tgv","name":"Hawk's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"WU5tBnC8EgUZV5xj","name":"Volatile Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WZa0WPiWbWOVscPT","name":"Forcecasting Secrets (Scout: Inquisitor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout table.

\n

You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd, 7th, 13th, and 17th level

\n

You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

MONASTIC VOWS

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n
\n
\n

VOW OF DEFLECTION

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n
\n

VOW OF THE DEVOTED

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n
    \n
  • Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.
  • \n
  • Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.
  • \n
  • Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
  • \n
  • Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.
  • \n
\n
\n

VOW OF FATE

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

VOW OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n
\n

VOW OF FORTITUDE

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n
\n

VOW OF FREEDOM

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

VOW OF INTUITION

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n
\n

VOW OF THE LIMBER

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n
\n

VOW OF METTLE

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE MORTAL

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE NEMESIS

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n
\n

VOW OF THE OPEN MIND

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n
\n

VOW OF PRECISION

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n
\n

VOW OF REQUITAL

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n
\n

VOW OF RESTORATION

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n
\n

VOW OF THE SENTRY

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n
\n

VOW OF SERENITY

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n
\n

VOW OF THE SHREWD

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF SPIRIT

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n
\n

VOW OF THE VERSATILE

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"W8tAUj59vUPKqTfx","name":"Aura of Vigor","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"WBTcdgZAjskgfJ9Y","name":"Combat Contrivances","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WMnnRU6adjSwGio4","name":"Energized Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WTBhKJgkArQI3Tgv","name":"Hawk's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"WU5tBnC8EgUZV5xj","name":"Volatile Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WZa0WPiWbWOVscPT","name":"Forcecasting Secrets (Scout: Inquisitor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout table.

\n

You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd, 7th, 13th, and 17th level

\n

You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

MONASTIC VOWS

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n
\n
\n

VOW OF DEFLECTION

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n
\n

VOW OF THE DEVOTED

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n
    \n
  • Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.
  • \n
  • Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.
  • \n
  • Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
  • \n
  • Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.
  • \n
\n
\n

VOW OF FATE

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

VOW OF THE FIGHTER

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You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

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VOW OF FORTITUDE

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Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

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\n

VOW OF FREEDOM

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You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

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VOW OF INTUITION

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You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

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VOW OF THE LIMBER

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Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

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VOW OF METTLE

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You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

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VOW OF THE MORTAL

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You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

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\n

VOW OF THE NEMESIS

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Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

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This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

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VOW OF THE OPEN MIND

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You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

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VOW OF PRECISION

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Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

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VOW OF REQUITAL

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Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

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VOW OF RESTORATION

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When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

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\n

VOW OF THE SENTRY

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You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

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\n

VOW OF SERENITY

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Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

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\n

VOW OF THE SHREWD

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You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

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\n

VOW OF SPIRIT

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You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n
\n

VOW OF THE VERSATILE

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When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"WlSOL3kItS4UFnij","name":"Sage Advice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 2nd level

\n

You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[]} -{"_id":"WpVq5WXzlDOAQxKu","name":"Poisoner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

\n

Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner’s kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WvP6k5LuXOxqbn7o","name":"Adaptive Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WxaVGJlPlo1kCQ4w","name":"Reprisal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Mental Prowess (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"WzEwUIsumEe4UkYw"} -{"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WpVq5WXzlDOAQxKu","name":"Poisoner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

\n

Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner’s kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WvP6k5LuXOxqbn7o","name":"Adaptive Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WxaVGJlPlo1kCQ4w","name":"Reprisal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WzEwUIsumEe4UkYw","name":"Mental Prowess (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"X7B04ZcndsRKuG2O","name":"Commander's Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} -{"_id":"XSCT0JRY2A9zpQni","name":"Aura of Hatred","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"XXcUvD6i0qHESHIH","name":"Strength Flows From the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a power that affects only your companion, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XbKJYpFuGAllR1Ih","name":"Fundamentals of Mechu-Deru","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you’ve dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you’ve learned to manipulate the Force to be able to manipulate technology when it couldn’t previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XblRy31agdu3pY8p","name":"Unpredictable Motion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Xjqp6SkY1VZZINmp","name":"Teamwork","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

\n
\n
\n

TAKEDOWN

\n

When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

\n
\n

REBUTTAL

\n

When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Xs7cWfBnM2YbgDro","name":"Powered Ambush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"Y2cWj5z4tzpjRIRs","name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}]} -{"_id":"Y78JOUdUxUJXEfa5","name":"Borrowed Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

\n

While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YDFvlQoQGtDHItHJ","name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 15th level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"name":"Commander's Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}],"_id":"YJ2zLLl5OHh2jsIo"} -{"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YNEq4nPSbz5EOjIG","name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 5"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"XKvQrNlHY28u21iL","name":"Engineer (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Engineer, you gain the following proficiencies.

\n

Armor: Light armor

\n

Tools: One tool of your choice

\n

Skills: Choose one from Investigation, Lore, Medicine, Nature, Piloting, and Technology

","chat":"","unidentified":""},"requirements":"Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.2fc95TQHQGPolJxu"}},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","effects":[{"_id":"TpPfthyBHOC3djL4","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","label":"Engineer (Multiclass) Proficiencies","tint":"","transfer":true}]} +{"_id":"XSCT0JRY2A9zpQni","name":"Aura of Hatred","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"XXcUvD6i0qHESHIH","name":"Strength Flows From the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a power that affects only your companion, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Ambush Tactics","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Bolstering Practice: 13th level

\n

When attempting to move stealthily as a group, you may choose a number of creatures equal to your Charisma modifier. Those creatures may add their proficiency to any Dexterity (Stealth) checks they make as long as they remain within 60 feet of you and they do not already add their proficiency bonus.

\n

Additionally, each ally other than you that surprises a creature and hits it with an attack on their first turn in combat rolls two dice equal to the size of your Sneak Attack dice, dealing additional damage of the same type to the creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[],"_id":"XZA0JnN2LX9b5w7R"} +{"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XbKJYpFuGAllR1Ih","name":"Fundamentals of Mechu-Deru","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you’ve dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you’ve learned to manipulate the Force to be able to manipulate technology when it couldn’t previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XblRy31agdu3pY8p","name":"Unpredictable Motion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Xjqp6SkY1VZZINmp","name":"Teamwork","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

\n
\n
\n

TAKEDOWN

\n

When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

\n
\n

REBUTTAL

\n

When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Xs7cWfBnM2YbgDro","name":"Powered Ambush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"Y2cWj5z4tzpjRIRs","name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}]} +{"_id":"Y78JOUdUxUJXEfa5","name":"Borrowed Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

\n

While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YDFvlQoQGtDHItHJ","name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 15th level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"YILPj7H9L99CQe66","name":"Ideal of the Fighter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"XHCrVmEzofUrSp92","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Fighter Manifestation","tint":"","transfer":false}]} +{"_id":"YJ2zLLl5OHh2jsIo","name":"Commander's Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} +{"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YNEq4nPSbz5EOjIG","name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 5","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"YO47dPo3A0QCh006","name":"Stunning Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level

\n

You can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"4dFUDkdvSyxGELb8","flags":{"core":{"statusId":"stun"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"icons/svg/daze.svg","label":"Stunned","tint":"","transfer":false}]} -{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YQjndSMMsWAJSeMy","name":"Disorienting Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YWsDFY7hQEabL8PH","name":"Bombard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YdwjtKxTKAL8WBQl","name":"Tracker Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid’s level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid’s abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

GENERATING YOUR TRACKER DROID

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n
\n

TRACKER DROID FEATURES

\n

All tracker droids share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid’s Constitution modifier per tracker droid level after 1st
  • \n
\n

RESISTANCES AND VULNERABILITIES

\n
\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Tools: Your choice of demolitions kit, security kit, or slicer’s kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: Your tracker droid’s armor class equals 10 + its Dexterity modifier. Your tracker droid can’t wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

TRACKER DROID UPGRADES

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL TRAVEL PACKAGE

\n

Your tracker droid companion has a 30 foot flying speed.

\n
\n

CAMOUFLAGE MODULE

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n
\n

DARKVISION OPTICS

\n

Your tracker droid has darkvision to a range of 60 feet. If your tracker droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n
\n

FLYBY

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n
\n

FOUR-ARMED TRACKER

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n

HEAVY PLATING

\n

Your tracker droid companion's armor class becomes 14.

\n
\n

INTERFACED ASSISTANCE PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n
\n

INTERFACED CRAFTING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

INTERFACED DISTRACTION PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

\n
\n

INTERFACED HEALING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n
\n

INTERFACED TRACKING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

KEEN HEARING

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LASER CUTTER

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n
\n

LIGHT PLATING

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n
\n

MEDIUM PLATING

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n
\n

PINTSIZED ARMS

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n
\n

RANGED INTERFACE PROTOCOL

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n
\n

RANGED SHOCKSHOT

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n
\n

SCOMP LINK

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n
\n

SENTRY DISH

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n
\n

SIZE: SMALL

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n
\n

SPIDER LEGS

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

STORAGE

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n
\n

TECHCASTING RANGE PROTOCOL

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 60 feet, as with truesight.

\n
\n

UNDERSIZED ARMS

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YfR2xFy4SDFa31MN","name":"Heroes's Feast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n
    \n
  • It is cured of all poisons and disease, and becomes immune to poison and disease.
  • \n
  • It makes Wisdom saving throws to avoid being frightened with advantage.
  • \n
  • Its hit point maximum and current hit points increase by 2d10.
  • \n
\n

These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YszZ1AF6d5Ajrz5C","name":"Ability Score Improvement (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 20th level

\n

You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n
\n

By default Dex and Wis are boosted when this feature is on a sheet, edit the effects before placing it on a sheet if the character would choose Cha instead of Wis

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 20","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"SxmhOmW1389OiJoa","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Center of the Force","tint":"","transfer":true}]} +{"_id":"YQjndSMMsWAJSeMy","name":"Disorienting Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YUyOhgOreVbOsOKS","name":"Glorious Defense","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 15th level

\n

Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Reaction.webp","effects":[]} +{"_id":"YWsDFY7hQEabL8PH","name":"Bombard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YdwjtKxTKAL8WBQl","name":"Tracker Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid’s level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid’s abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

GENERATING YOUR TRACKER DROID

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n
\n

TRACKER DROID FEATURES

\n

All tracker droids share the following traits.

\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid’s Constitution modifier per tracker droid level after 1st
  • \n
\n

RESISTANCES AND VULNERABILITIES

\n
\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

PROFICIENCIES

\n
\n
    \n
  • Tools: Your choice of demolitions kit, security kit, or slicer’s kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

FEATURES

\n
\n
    \n
  • Armor Class: Your tracker droid’s armor class equals 10 + its Dexterity modifier. Your tracker droid can’t wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

TRACKER DROID UPGRADES

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL TRAVEL PACKAGE

\n

Your tracker droid companion has a 30 foot flying speed.

\n
\n

CAMOUFLAGE MODULE

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n
\n

DARKVISION OPTICS

\n

Your tracker droid has darkvision to a range of 60 feet. If your tracker droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n
\n

FLYBY

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n
\n

FOUR-ARMED TRACKER

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n

HEAVY PLATING

\n

Your tracker droid companion's armor class becomes 14.

\n
\n

INTERFACED ASSISTANCE PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n
\n

INTERFACED CRAFTING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

INTERFACED DISTRACTION PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

\n
\n

INTERFACED HEALING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n
\n

INTERFACED TRACKING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

KEEN HEARING

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LASER CUTTER

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n
\n

LIGHT PLATING

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n
\n

MEDIUM PLATING

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n
\n

PINTSIZED ARMS

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n
\n

RANGED INTERFACE PROTOCOL

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n
\n

RANGED SHOCKSHOT

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n
\n

SCOMP LINK

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n
\n

SENTRY DISH

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n
\n

SIZE: SMALL

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n
\n

SPIDER LEGS

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

STORAGE

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n
\n

TECHCASTING RANGE PROTOCOL

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 60 feet, as with truesight.

\n
\n

UNDERSIZED ARMS

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YfL8MY3JOPJ1Gf1O","name":"Scout Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Scout: 3rd, 7th, 9th, 15th, and 17th level

\n

You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n
\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"YfR2xFy4SDFa31MN","name":"Heroes's Feast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n
    \n
  • It is cured of all poisons and disease, and becomes immune to poison and disease.
  • \n
  • It makes Wisdom saving throws to avoid being frightened with advantage.
  • \n
  • Its hit point maximum and current hit points increase by 2d10.
  • \n
\n

These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Open Opportunity","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Bolstering Practice: 9th level

\n

Once per turn, when you take the Attack action and hit a creature without applying your Sneak Attack damage to it, you may use your bonus action to throw the creature off balance. The next ally to hit that creature before the start of your next turn may add your Sneak Attack dice to the damage of their attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[],"_id":"Yn53R5GfQOWI660U"} +{"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YszZ1AF6d5Ajrz5C","name":"Ability Score Improvement (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZB8ZC9ekrOMC1NAW","name":"Persuasion's Exploit - Charm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZZIIY5ZE7nGrwWHV","name":"Geneticist's Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your ammunition enhancements improve.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 15th level

\n

Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"ZBBQHebdqGb2LZ6g","name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"name":"Guardian Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Guardian, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

","chat":"","unidentified":""},"requirements":"Guardian 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.c4MtR55fjjEEkpUu"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mlw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Guardian Proficiencies","tint":"","transfer":true}],"_id":"ZCvD2o0NeHRQw9RH"} +{"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZZIIY5ZE7nGrwWHV","name":"Geneticist's Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your ammunition enhancements improve.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scout Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Scout, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

","chat":"","unidentified":""},"requirements":"Scout 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.HJd2mAQRjDwoybOB"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Scout Proficiencies","tint":"","transfer":true}],"_id":"ZlVX9LOJgwMTQand"} +{"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 15th level

\n

Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 14th level

\n

When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aGA8MRFycUwVLNFa","name":"Wilderness Expert","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in Animal Handling. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n
    \n
  • Your unarmed strikes and monk weapons gain the finesse property.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons

\n

If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

\n

This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Riposte (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}],"_id":"aYJ1fbkRcvsXqw89"} -{"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

\n

Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

\n

Chemical Mixtures

\n
\n

CORROSIVE MIXTURE

\n

Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

INVIGORATING MIXTURE

\n

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

NOXIOUS MIXTURE

\n

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

BIOCHEM MODIFICATIONS

\n
\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n

BIOCHEMIST’S AMPLIFER

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOCHEMIST’S INHIBITOR

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

CHEMICAL COUNTERAGENTS

\n

You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n
\n

COUNTERTOXIN

\n

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DETACHABLE DISTRIBUTION SYSTEM

\n

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

\n

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DRONE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

\n

regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: COMBUSTIBLES

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: CRYOGENICS

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: RESTORATIVE

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED MIXTURES: ADHESIVE

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n
\n

EXPANDED MIXTURES: BLINDING

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

\n

is blinded until the start of your next turn.

\n
\n

EXPANDED MIXTURES: HALLUCINOGENIC

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n

This feature has no effect on droids or constructs.

\n
\n

EXPLOSIVE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

INJECTION APPARATUS

\n

You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

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When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

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INOCULATION

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You gain immunity to the poisoned and diseased conditions.

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INTEGRATED EVA FUNCTIONALITY

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You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

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KOLTO AEROSOL

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Prerequisite: 9th level
You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

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LONG-RANGE DISTRIBUTION SYSTEM

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You upgrade your distributor, improving the range. When you use your action to activate your distributor,

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you can choose to increase the range to 60 feet.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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LUMINOUS GEL

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You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

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OIL SPILL

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As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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PERSISTENT CHEMICALS

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Prerequisite: 7th level
Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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PIERCING GEL

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Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

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SELF-INJECTION MODULE

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You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

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SMART DISPERSAL SYSTEM

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When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

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SPRAY DISTRIBUTION SYSTEM

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You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Quick Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

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When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"axScGdmI8vcUKKgV"} +{"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can take a second bonus action on each of your turns.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aGA8MRFycUwVLNFa","name":"Wilderness Expert","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in Animal Handling. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

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Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

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This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

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You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n
    \n
  • Your unarmed strikes and monk weapons gain the finesse property.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons

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If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

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The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

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This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aYJ1fbkRcvsXqw89","name":"Riposte (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} +{"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

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Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

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Chemical Mixtures

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CORROSIVE MIXTURE

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Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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INVIGORATING MIXTURE

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Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
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NOXIOUS MIXTURE

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Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
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BIOCHEM MODIFICATIONS

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If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

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BIOCHEMIST’S AMPLIFER

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Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

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BIOCHEMIST’S INHIBITOR

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Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

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CHEMICAL COUNTERAGENTS

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You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

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You can select this modification multiple times. Each time you do so, you must choose a different damage type.

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COUNTERTOXIN

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When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
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DETACHABLE DISTRIBUTION SYSTEM

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You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

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Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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DRONE DISTRIBUTION SYSTEM

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You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

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You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

\n

regain all expended uses when you complete a short or long rest.

\n
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EXPANDED CHEMICALS: COMBUSTIBLES

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Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

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Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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EXPANDED CHEMICALS: CRYOGENICS

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Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

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Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
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EXPANDED CHEMICALS: RESTORATIVE

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Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

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Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED MIXTURES: ADHESIVE

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You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n
\n

EXPANDED MIXTURES: BLINDING

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You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

\n

is blinded until the start of your next turn.

\n
\n

EXPANDED MIXTURES: HALLUCINOGENIC

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You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n

This feature has no effect on droids or constructs.

\n
\n

EXPLOSIVE DISTRIBUTION SYSTEM

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You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

INJECTION APPARATUS

\n

You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

\n

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

\n
\n

INOCULATION

\n

You gain immunity to the poisoned and diseased conditions.

\n
\n

INTEGRATED EVA FUNCTIONALITY

\n

You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

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\n

KOLTO AEROSOL

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Prerequisite: 9th level
You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

\n
\n

LONG-RANGE DISTRIBUTION SYSTEM

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You upgrade your distributor, improving the range. When you use your action to activate your distributor,

\n

you can choose to increase the range to 60 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

LUMINOUS GEL

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You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

\n
\n

OIL SPILL

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PERSISTENT CHEMICALS

\n

Prerequisite: 7th level
Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PIERCING GEL

\n

Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

SELF-INJECTION MODULE

\n

You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n
\n

SMART DISPERSAL SYSTEM

\n

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

\n
\n

SPRAY DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Squad Goals","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Bolstering Practice: 17th level

\n

By 17th level, you have such skill at maintaining the faith your allies have in you, that the very sight of you in danger can spur them into action. When seeing you take damage from an enemy's attack, a number of allies equal to your charisma modifier within 60 feet of you that can see you may immediately make a single attack of opportunity against the enemy, no action required. You may use this feature once, regaining the ability to do so when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[],"_id":"aw4P3vsZCfNf5DKc"} +{"_id":"axScGdmI8vcUKKgV","name":"Quick Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} {"_id":"b0WjDimfOHRP79M6","name":"Loth-Cat's Instinct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} -{"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"bPPhHr2oAZGmovhh","name":"Overwhelm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 15"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bRDz6yfrDH3IA5F9","name":"Discoveries (Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

CHARMING FEINT

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n
\n

DEMANDING LEADER

\n

Prerequisite: 5th level
The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n
\n

DOMINATING PRESENCE

\n

Prerequisite: 15th level
As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

INFLUENCER

\n

Prerequisite: 5th level
The range on the your Motivating Diplomat feature is increased to 15 feet.

\n
\n

RELIABLE WORDS

\n

Prerequisite: 9th level
When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n
\n

SOCIAL OPPORTUNIST

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn’t already include your proficiency bonus.

\n
\n

TYRANT’S FEROCITY

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bSfH6gmGAeJWWSwq","name":"Gambler's Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bXxLsDfA3w1lZcvI","name":"Additional Maneuvers (Scholar: Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

You gain access to new maneuvers which reflect the progress of your studies of the supernatural. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

Agonizing Lethargy

\n

You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn. A creature targeted by your Critical Analysis has disadvantage on the save.

\n
\n

Befogging Ichor

\n

You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn't move.

\n
\n

Chains of Transfixing

\n

You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four levels of slowed until the start of your next turn.

\n
\n

Dark Transference

\n

When you hit the target of your Critical Analysis with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must succeed on a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.

\n
\n

Deathseek

\n

When an attack made against the target of your Critical Analysis that you can see would miss, you can use a reaction to expend a superiority die and roll it to force the creature to instead take the hit. The creature must succeed on a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the roll.

\n
\n

Reverse Curse

\n

When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction to expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.

\n
\n

Shadow Puppetry

\n

When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.

\n
\n

Water of Life

\n

When an allied creature within 30 feet that you can see takes damage, you can use a reaction to expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your Intelligence modifier.

\n
\n

Wracking Torment

\n

When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction to expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"ba3N86GYUCNFQHKm","name":"Disciple of Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if it doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bfmpE9LUMpZ4l2ax","name":"Improved Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n
\n
\n

HARMONIC SYNTHESIS

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n
\n

CONSERVATION OF ENERGY

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 9th, 13th, and 17th level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bruzCyhEhIsNvHwG","name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"b4i0cdqb3giLWYHz","name":"Mark of Triage","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You learn new ways to use your Ranger's Quarry.

\n
    \n
  • While a hostile creature is the target of your Ranger's Quarry, you always know any conditions it is suffering from, and you know at roughly what percentage its current hit points is relative to its maximum. Additionally, if the target is within 60 feet of you. when it is forced to make a Constitution saving throw, you can use your reaction to force it to make the roll with disadvantage. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
  • While a friendly creature is the target of your Ranger's Quarry, you have advantage on Wisdom (Medicine) checks made to stabilize it. Additionally, if the target is within 60 feet of you, you can use your bonus action and roll your Ranger's Quarry and either restore hit points equal to the amount rolled, or grant temporary hit points equal to the amount rolled. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
","chat":"","unidentified":""},"requirements":"Triage Technique: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[]} +{"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Fighter 1"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"bPPhHr2oAZGmovhh","name":"Overwhelm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 15","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bRDz6yfrDH3IA5F9","name":"Discoveries (Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

CHARMING FEINT

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n
\n

DEMANDING LEADER

\n

Prerequisite: 5th level
The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n
\n

DOMINATING PRESENCE

\n

Prerequisite: 15th level
As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

INFLUENCER

\n

Prerequisite: 5th level
The range on the your Motivating Diplomat feature is increased to 15 feet.

\n
\n

RELIABLE WORDS

\n

Prerequisite: 9th level
When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n
\n

SOCIAL OPPORTUNIST

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn’t already include your proficiency bonus.

\n
\n

TYRANT’S FEROCITY

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bSfH6gmGAeJWWSwq","name":"Gambler's Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bXxLsDfA3w1lZcvI","name":"Additional Maneuvers (Scholar: Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

You gain access to new maneuvers which reflect the progress of your studies of the supernatural. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

Agonizing Lethargy

\n

You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn. A creature targeted by your Critical Analysis has disadvantage on the save.

\n
\n

Befogging Ichor

\n

You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn't move.

\n
\n

Chains of Transfixing

\n

You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four levels of slowed until the start of your next turn.

\n
\n

Dark Transference

\n

When you hit the target of your Critical Analysis with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must succeed on a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.

\n
\n

Deathseek

\n

When an attack made against the target of your Critical Analysis that you can see would miss, you can use a reaction to expend a superiority die and roll it to force the creature to instead take the hit. The creature must succeed on a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the roll.

\n
\n

Reverse Curse

\n

When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction to expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.

\n
\n

Shadow Puppetry

\n

When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.

\n
\n

Water of Life

\n

When an allied creature within 30 feet that you can see takes damage, you can use a reaction to expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your Intelligence modifier.

\n
\n

Wracking Torment

\n

When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction to expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"ba3N86GYUCNFQHKm","name":"Disciple of Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 15th level

\n

When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

\n
\n

If the GM uses save roll automation they may wish to tweak the rules for this feature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"bfmpE9LUMpZ4l2ax","name":"Improved Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n
\n
\n

HARMONIC SYNTHESIS

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n
\n

CONSERVATION OF ENERGY

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 9th, 13th, and 17th level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bruzCyhEhIsNvHwG","name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"bxduZpJUrPFhtk0B","name":"Voodoo Doll: Stab","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n
    \n
  • Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"We3R2BTbAbusQlNm","flags":{"core":{"statusId":"prone"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/falling.svg","label":"Prone","tint":"","transfer":false}]} -{"_id":"bxplvoz7hgvle27O","name":"Predator's Resolve","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger’s Quarry, your ally gains a bonus to damage on the attack equal to your Ranger’s Quarry Damage Die.
  • \n
\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bxplvoz7hgvle27O","name":"Predator's Resolve","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger’s Quarry, your ally gains a bonus to damage on the attack equal to your Ranger’s Quarry Damage Die.
  • \n
\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"c2EKj2uxtNG9wtR3","name":"Vow of The Nemesis","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","effects":[{"_id":"9sg8YBqSCKXtIKYw","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","label":"Nemesis","tint":"","transfer":false}]} -{"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"c5gqtKDUKlaW0IFw","name":"Indomitable (Sentinel: Tenacity)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Reliable Sources (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"cEc697RAEikbjVRp"} -{"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • Attack rolls made against you can’t have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Pushing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"cXhPkdnElJdbSPI6"} -{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 2nd, 7th, 13th, and 17th level

\n

You’ve adopted two exploits, as detailed below. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

OPERATIVE EXPLOITS

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n
\n
\n

COMMANDER’S EXPLOIT

\n

You gain proficiency in medium armor.

\n
\n

EXPLORER’S EXPLOIT

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
\n

FATE’S EXPLOIT

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

FIGHTER’S EXPLOIT

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n
\n

FREEDOM’S EXPLOIT

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

GUERRILLA’S EXPLOIT

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

LEARNER’S EXPLOIT

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

MENTOR’S EXPLOIT

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n
\n

SKILL’S EXPLOIT

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n
    \n
  • Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.
  • \n
  • Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
  • \n
  • Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.
  • \n
  • Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.
  • \n
  • Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.
  • \n
  • Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.
  • \n
  • Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
\n
\n

TECHNOLOGIST’S EXPLOIT

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n
\n

WEAPONMASTER’S EXPLOIT

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"chowZyYpKve4eOGc","name":"Beguiling Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 3rd level
You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n
\n
\n

ASHLA

\n

When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n
\n

BENDU

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n
\n

BOGAN

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"cmlYUe6Bod6p8iOm","name":"Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n
\n

PRECISE REFLECTION

\n

When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
\n

BRUTAL STRIKES

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cuge2tnNcZL0TKkO","name":"Studied Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"d7wAQPshxavsna3o","name":"Distracting Countenance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

\n
    \n
  • Your speed is doubled.
  • \n
  • Your AC increases by 2.
  • \n
  • You have advantage on Dexterity saving throws.
  • \n
  • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLoHlTMKzbIqVcvU","name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Your speed increases by 10 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"deJ8sUHUVQaOsVBM","name":"Discoveries (Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADVANTAGEOUS COMPANION

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n
\n

COLOSSAL COMPANION

\n

Prerequisite: 15th level
You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.

\n
\n

HOLOCAM ATTACHMENT

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n
\n

NEAT TRICKS

\n

Prerequisite: 5th level
Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n
\n

PROTECTIVE FRIEND

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n
\n

THE MORE THE MERRIER

\n

Prerequisite: 7th level
Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"c5gqtKDUKlaW0IFw","name":"Indomitable (Sentinel: Tenacity)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cEc697RAEikbjVRp","name":"Reliable Sources (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • Attack rolls made against you can’t have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cXhPkdnElJdbSPI6","name":"Pushing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 2nd, 7th, 13th, and 17th level

\n

You’ve adopted two exploits, as detailed below. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

OPERATIVE EXPLOITS

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n
\n
\n

COMMANDER’S EXPLOIT

\n

You gain proficiency in medium armor.

\n
\n

EXPLORER’S EXPLOIT

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
\n

FATE’S EXPLOIT

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

FIGHTER’S EXPLOIT

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n
\n

FREEDOM’S EXPLOIT

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

GUERRILLA’S EXPLOIT

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

LEARNER’S EXPLOIT

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

MENTOR’S EXPLOIT

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n
\n

SKILL’S EXPLOIT

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n
    \n
  • Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.
  • \n
  • Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
  • \n
  • Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.
  • \n
  • Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.
  • \n
  • Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
  • Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.
  • \n
  • Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.
  • \n
  • Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.
  • \n
\n
\n

TECHNOLOGIST’S EXPLOIT

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n
\n

WEAPONMASTER’S EXPLOIT

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"chowZyYpKve4eOGc","name":"Beguiling Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 3rd level
You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n
\n
\n

ASHLA

\n

When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n
\n

BENDU

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n
\n

BOGAN

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"cmlYUe6Bod6p8iOm","name":"Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n
\n

PRECISE REFLECTION

\n

When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
\n

BRUTAL STRIKES

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cuge2tnNcZL0TKkO","name":"Studied Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"d7wAQPshxavsna3o","name":"Distracting Countenance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

\n
    \n
  • Your speed is doubled.
  • \n
  • Your AC increases by 2.
  • \n
  • You have advantage on Dexterity saving throws.
  • \n
  • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLoHlTMKzbIqVcvU","name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Your speed increases by 10 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"deJ8sUHUVQaOsVBM","name":"Discoveries (Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADVANTAGEOUS COMPANION

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n
\n

COLOSSAL COMPANION

\n

Prerequisite: 15th level
You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.

\n
\n

HOLOCAM ATTACHMENT

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n
\n

NEAT TRICKS

\n

Prerequisite: 5th level
Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n
\n

PROTECTIVE FRIEND

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n
\n

THE MORE THE MERRIER

\n

Prerequisite: 7th level
Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"drcXBckcCFROgzXu","name":"Sleight of Hand's Exploit - Pocket Sand","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"dsIWPK3TOqWwjJRZ","name":"Bogan","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

 

\n
\n

Foundry can automate these rolls, if you wish to do so, you must edit your damage for each darkside power in your powerbook. Where it the details tab has damage of, for instance, 1d6, enter 1d6r1

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eB11052O9iV8tFYK","name":"Systems Hijack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eB11052O9iV8tFYK","name":"Systems Hijack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"eBQa0CrHLZmy2bn1","name":"Channel the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 1st level

\n

You know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n
\n

CAUSE HARM

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

LEND AID

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"eDuhGAzyp5GtSQ1h","name":"Potent Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eVSjRR9ibtm6kDfT","name":"Furious Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class features and feats, such as your Berserker Rage and Reckless Attack abilities.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eWbTifdXJvvXT4CV","name":"Relentless Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 11th level
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"eXjxkCg9Iqs5KekN","name":"Maniacal Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"efOA0nrvUqKJOOeP","name":"Slythmonger Savvy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ejRFTWGKdTdtU1gH","name":"Remarkable Athlete","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"erVDTJSSOgeVv1vC","name":"Heightened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"f11Wex2VzoorFTfN","name":"Got Your Back","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, once per turn, when your companion is within 10 feet of you, and both you and your companion have to make a saving throw to resist the same effect, either you or your companion can choose to have disadvantage on the save. If either of you do so, the other of the two of you gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

At 17th level, your companion must be within 60 feet of you to benefit from this feature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"f1XeMafaqejD02MW","name":"Tech Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 20th level
Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"f34HJgbp7fw5ryET","name":"Elemental Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 11th and 17th level

\n

At 11th level, you gain one of the following features. You gain an additional option at 17th level.

\n

You can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

\n

While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

\n
\n
\n

Earth Reaches for Sky

\n

Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

\n

As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n
\n

Ride the Wind

\n

Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

\n

As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

\n
\n

River of Hungry Flame

\n

Prerequisite: Burning Ember Flourish or Hatchling's Flame

\n

As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n
\n

Shape the Flowing River

\n

Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

\n
As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.
\n
 
\n  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n
 
\n  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n
 
\n  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.\n
 
\n  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"f9JvCohVnIKR3kXb","name":"My Little Friend Says Hello There","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fDrprD1zPyK36J4Q","name":"Supernatural Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 18th level
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Hardened Mind (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"TWGL5kQ9lcaQEqOE","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Hardened Mind","tint":"","transfer":true}],"_id":"fbCMXrUFevGIWGLG"} -{"_id":"fcIW8kGypXVaSBwM","name":"Flexible Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fkw2xa0qoE9CkFDy","name":"Aberrant Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fll4aLidhhf9Ihvg","name":"Bonus Proficiencies (Scout: Predator)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fwO5oavJvDKyoMTS","name":"Mesmerizing Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eDuhGAzyp5GtSQ1h","name":"Potent Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eVSjRR9ibtm6kDfT","name":"Furious Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class features and feats, such as your Berserker Rage and Reckless Attack abilities.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eWbTifdXJvvXT4CV","name":"Relentless Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 11th level
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"eXjxkCg9Iqs5KekN","name":"Maniacal Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"efOA0nrvUqKJOOeP","name":"Slythmonger Savvy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ejRFTWGKdTdtU1gH","name":"Remarkable Athlete","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"erVDTJSSOgeVv1vC","name":"Heightened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"f11Wex2VzoorFTfN","name":"Got Your Back","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, once per turn, when your companion is within 10 feet of you, and both you and your companion have to make a saving throw to resist the same effect, either you or your companion can choose to have disadvantage on the save. If either of you do so, the other of the two of you gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

At 17th level, your companion must be within 60 feet of you to benefit from this feature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f1XeMafaqejD02MW","name":"Tech Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 20th level
Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"f34HJgbp7fw5ryET","name":"Elemental Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 11th and 17th level

\n

At 11th level, you gain one of the following features. You gain an additional option at 17th level.

\n

You can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

\n

While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

\n
\n
\n

Earth Reaches for Sky

\n

Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

\n

As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n
\n

Ride the Wind

\n

Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

\n

As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

\n
\n

River of Hungry Flame

\n

Prerequisite: Burning Ember Flourish or Hatchling's Flame

\n

As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n
\n

Shape the Flowing River

\n

Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

\n
As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.
\n
 
\n  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n
 
\n  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n
 
\n  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.\n
 
\n  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f9JvCohVnIKR3kXb","name":"My Little Friend Says Hello There","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fDrprD1zPyK36J4Q","name":"Supernatural Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 18th level
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fbCMXrUFevGIWGLG","name":"Hardened Mind (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"TWGL5kQ9lcaQEqOE","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Hardened Mind","tint":"","transfer":true}]} +{"_id":"fcIW8kGypXVaSBwM","name":"Flexible Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fkw2xa0qoE9CkFDy","name":"Aberrant Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fll4aLidhhf9Ihvg","name":"Bonus Proficiencies (Scout: Predator)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fpXGa9GzfcAfUs61","name":"Glory Kill","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 7th level

\n

As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

\n
    \n
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • \n
  • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} +{"_id":"fwO5oavJvDKyoMTS","name":"Mesmerizing Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"g0mmnaXOS4nxK9PD","name":"Acrobatics' Exploit - Tumble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ALL IN

\n

When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n
\n

BLIND LUCK

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.

\n
\n

DOUBLE BLUFF

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n
\n

THE IDIOT’S ARRAY

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n
\n

PLAYED THEIR HAND

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
\n

PURE SABACC

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n
\n

RAISE THE STAKES

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.

\n
\n

TAKE A CHANCE

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n
\n

TIEBREAKER

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

ALL IN

\n

When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n
\n

BLIND LUCK

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.

\n
\n

DOUBLE BLUFF

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n
\n

THE IDIOT’S ARRAY

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n
\n

PLAYED THEIR HAND

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
\n

PURE SABACC

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n
\n

RAISE THE STAKES

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.

\n
\n

TAKE A CHANCE

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n
\n

TIEBREAKER

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Fighter (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Fighter, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

","chat":"","unidentified":""},"requirements":"Str or Dex 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.DnF6RF97H35Q9qTQ"}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","label":"Fighter (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"gJBvxSZ5WeDMm3nG"} +{"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"gUQdFHqjnOS3fzha","name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} {"_id":"gVuKH24tCDzgNhY3","name":"Investigation's Exploit - Instruct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gm0iK2pPXSGQbJx4","name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"grC8MlSimBop7zdo","name":"Structural Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 14th level

\n

You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

\n
    \n
  • The structure's total hit points.
  • \n
  • Any common materials that make up the structures.
  • \n
  • Whether or not the structure is in use or abandoned.
  • \n
  • The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
  • \n
  • All non secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
  • \n
  • A basic map layout of every floor and ventilation system for the building.
  • \n
  • The history of the building such as what company or species could have constructed it, as well as how long it's been built
  • \n
  • Any structural weak points it might have.
  • \n
\n

Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gsw3asysi2xekW3l","name":"Mark of the Meticulous","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger’s Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger’s Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger’s Quarry damage die of the same type as the tech power’s damage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lingering Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"gvSp8YUiDmWZzIjB"} -{"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Choose three damage types. While raging, you have resistance to the chosen damage types.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

RETREATING LEAP

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gZ3oAi3tQKpvQ7KD","name":"Legendary Battle Meditation","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Once per long rest, you can cast the master battle meditation force power without expending force points. While concentrating on master battle meditation, at the start of each of your turns, the power’s die increases by one step (from d8 to d10, or d10 to d12).

\n

Additionally, you gain a second reaction each round that you can only use for your Force-Empowered Allies feature. You can only take one reaction per turn.

","chat":"","unidentified":""},"requirements":"Path of Meditation: 18","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[]} +{"_id":"gm0iK2pPXSGQbJx4","name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"grC8MlSimBop7zdo","name":"Structural Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 14th level

\n

You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

\n
    \n
  • The structure's total hit points.
  • \n
  • Any common materials that make up the structures.
  • \n
  • Whether or not the structure is in use or abandoned.
  • \n
  • The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
  • \n
  • All non secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
  • \n
  • A basic map layout of every floor and ventilation system for the building.
  • \n
  • The history of the building such as what company or species could have constructed it, as well as how long it's been built
  • \n
  • Any structural weak points it might have.
  • \n
\n

Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gsw3asysi2xekW3l","name":"Mark of the Meticulous","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger’s Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger’s Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger’s Quarry damage die of the same type as the tech power’s damage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gvSp8YUiDmWZzIjB","name":"Lingering Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Choose three damage types. While raging, you have resistance to the chosen damage types.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

RETREATING LEAP

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"h8JMyCjhTP4Lny10","name":"Cleansing Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 14th level

\n

You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE ADEPT SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hBggwD5K1VNpqBRW","name":"Mystical Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hCb9yeW3WppnYUA3","name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Form Basics (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"hDJjxPC9QTSYVqO8"} -{"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 2nd level
You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n
\n

BERSERKER INSTINCTS

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n
\n
\n

ACKLAY’S INSTINCT

\n

While raging, you have advantage on Constitution saving throws.

\n
\n

BANTHA’S INSTINCT

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n
\n

BLURRG’S INSTINCT

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n
\n

BOGGDO’S INSTINCT

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n
\n

CHIRODACTYL’S INSTINCT

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n
\n

DEWBACK’S INSTINCT

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n
\n

FIGHTER’S INSTINCT

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n
\n

FYRNOCK’S INSTINCT

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

HAWK’S INSTINCT

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n
\n

KATARN’S INSTINCT

\n

You gain a climbing speed equal to your movement speed.

\n
\n

LOTH-CAT’S INSTINCT

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

\n
\n

PREDATOR’S INSTINCT

\n

Your speed increases by 10 feet.

\n
\n

RANCOR’S INSTINCT

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n
\n

TACTICIAN’S INSTINCT

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n
\n

TRACKER’S INSTINCT

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n
\n

TERENTATEK’S INSTINCT

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n
\n

VARACTYL’S INSTINCT

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"hNLCVeWzPt9KyXDY","name":"Razor Focus","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 17th level

\n

You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.

\n

The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Pugnacity 17"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[{"_id":"8H40zgYS6J0C1rPc","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","label":"New Active Effect","transfer":false}]} -{"_id":"hPn1UOSEPn94LbGV","name":"Sapping Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hVX363yaqEKE2VhY","name":"Balanced Diet","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hWXqMs5J6dTyyKKx","name":"Instinctive Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hYDyNw2x54iCf0nL","name":"Improved Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 11th level

\n

You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 11"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"havX5d7ZZfqzntdn","name":"Conflux","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hfJ9bRUFa6D2oKle","name":"Sabotage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power’s effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute.

\n

At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hlkmuaFndbYGFtKX","name":"Battle Proficiencies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hnH0YDjXRbWGgsDY","name":"Humanoid Companion (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you’ve taken an apprentice, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. If you do so, until the start of your next turn, both you and your companion gain the benefits of your Force Shield. This includes the triggering attack.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"htJjJBm0HosLswj9","name":"Blade Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hwww57Bl4DAqvd5q","name":"Relentless Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"i5kHSWxRLzlIOhsP","name":"Prey on the Weak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"i9MqOOs7XcSj6gn3","name":"The Way of the Ysalamiri","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iAXtCCtwP3ecc8OF","name":"Potent Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iEBfiKgSzaepLBZO","name":"Channel the Force (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

HIGH GROUND DEFENSE

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iFg9kA5mtj22OgKf","name":"Voltaic Slash","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iR6lT9P7fEJmv7j9","name":"Elegant Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Assess the Situation (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"iZEYj0QfSlybESpf"} -{"_id":"ia9lgfaaek84rjIc","name":"Bonus Proficiencies (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in astrotech’s implements.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

FORCE-EMPOWERED SHOTS

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"in02P1dt66ROw5PM","name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"inwAnLXgAASMAyUA","name":"Knowledge Is Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, you can use your reaction to apply Critical Analysis to that friendly creature and force the other creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects and you steal the knowledge of that power if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the power and can cast it using your force points. The creature stolen from cannot cast that power again until the 8 hours have passed.

\n

Once you've used this feature, you cannot use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iyNPFk7HtqHlPsgR","name":"Feral Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n
    \n
  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
  • \n
  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
  • \n
  • When your beast hits with an attack, it deals bonus damage equal to your Intelligence modifier.
  • \n
  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"j2mJ1wVjN04WYs8c","name":"Battlefront","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"j4hLztoaiHnwzbMc","name":"Archaic Diagnostics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE ADEPT SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hBggwD5K1VNpqBRW","name":"Mystical Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hCb9yeW3WppnYUA3","name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hDJjxPC9QTSYVqO8","name":"Form Basics (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 2nd level
You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n
\n

BERSERKER INSTINCTS

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n
\n
\n

ACKLAY’S INSTINCT

\n

While raging, you have advantage on Constitution saving throws.

\n
\n

BANTHA’S INSTINCT

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n
\n

BLURRG’S INSTINCT

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n
\n

BOGGDO’S INSTINCT

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n
\n

CHIRODACTYL’S INSTINCT

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n
\n

DEWBACK’S INSTINCT

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n
\n

FIGHTER’S INSTINCT

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n
\n

FYRNOCK’S INSTINCT

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

HAWK’S INSTINCT

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n
\n

KATARN’S INSTINCT

\n

You gain a climbing speed equal to your movement speed.

\n
\n

LOTH-CAT’S INSTINCT

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

\n
\n

PREDATOR’S INSTINCT

\n

Your speed increases by 10 feet.

\n
\n

RANCOR’S INSTINCT

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n
\n

TACTICIAN’S INSTINCT

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n
\n

TRACKER’S INSTINCT

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n
\n

TERENTATEK’S INSTINCT

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n
\n

VARACTYL’S INSTINCT

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"hNLCVeWzPt9KyXDY","name":"Razor Focus","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 17th level

\n

You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.

\n

The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Pugnacity 17"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[{"_id":"8H40zgYS6J0C1rPc","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","label":"New Active Effect","transfer":false}]} +{"_id":"hPn1UOSEPn94LbGV","name":"Sapping Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hVX363yaqEKE2VhY","name":"Balanced Diet","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hWXqMs5J6dTyyKKx","name":"Instinctive Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st, 5th, 9th, and 17th level

\n

You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"hYDyNw2x54iCf0nL","name":"Improved Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 11th level

\n

You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 11","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"havX5d7ZZfqzntdn","name":"Conflux","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hfJ9bRUFa6D2oKle","name":"Sabotage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power’s effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute.

\n

At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hlkmuaFndbYGFtKX","name":"Battle Proficiencies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hnH0YDjXRbWGgsDY","name":"Humanoid Companion (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you’ve taken an apprentice, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. If you do so, until the start of your next turn, both you and your companion gain the benefits of your Force Shield. This includes the triggering attack.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"htJjJBm0HosLswj9","name":"Blade Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hwww57Bl4DAqvd5q","name":"Relentless Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"i5kHSWxRLzlIOhsP","name":"Prey on the Weak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"i9MqOOs7XcSj6gn3","name":"The Way of the Ysalamiri","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iAXtCCtwP3ecc8OF","name":"Potent Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iEBfiKgSzaepLBZO","name":"Channel the Force (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

HIGH GROUND DEFENSE

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iFg9kA5mtj22OgKf","name":"Voltaic Slash","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iR6lT9P7fEJmv7j9","name":"Elegant Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iZEYj0QfSlybESpf","name":"Assess the Situation (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"_id":"ia9lgfaaek84rjIc","name":"Bonus Proficiencies (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in astrotech’s implements.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

FORCE-EMPOWERED SHOTS

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"in02P1dt66ROw5PM","name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"inwAnLXgAASMAyUA","name":"Knowledge Is Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, you can use your reaction to apply Critical Analysis to that friendly creature and force the other creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects and you steal the knowledge of that power if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the power and can cast it using your force points. The creature stolen from cannot cast that power again until the 8 hours have passed.

\n

Once you've used this feature, you cannot use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iw9lOFbokDE7ktSn","name":"Ideal of the Vigorous","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(@classes.sentinel.levels/2) + (max(@abilities.cha.mod,@abilities.wis.mod))","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[]} +{"_id":"iyNPFk7HtqHlPsgR","name":"Feral Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n
    \n
  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
  • \n
  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
  • \n
  • When your beast hits with an attack, it deals bonus damage equal to your Intelligence modifier.
  • \n
  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j2mJ1wVjN04WYs8c","name":"Battlefront","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j4hLztoaiHnwzbMc","name":"Archaic Diagnostics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.

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When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Trip Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"j90QHGGg3th1bPhl"} -{"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j90QHGGg3th1bPhl","name":"Trip Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

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At 14th level, while your droid can see you, it has advantage on all saving throws.

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Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

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When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

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At 14th level, while your droid can see you, it has advantage on all saving throws.

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Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

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When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

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Operative: 20th level

\n

You have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

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Also at 3rd level, when you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each turn, roll your Ranger’s Quarry die and add it to the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Exploit Weakness (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"jp9D18rp1sPIyKGu"} -{"_id":"jxi95vkiR5gUWgGj","name":"Aura of Warding","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"name":"Rally (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"k3MfZwrPDLVZMO52"} -{"name":"Measured Action (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"when you make a roll for a contested skill check"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"k3OEbXbPzyXEddIy"} -{"name":"Running on Fumes (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

\n

Lastly, you have advantage on saving throws against exhaustion.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"k6JSg50GeXtxxLp2"} -{"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd and 11th level

\n

Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n
\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n
\n

FLURRY OF BLOWS

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n
\n

PATIENT DEFENSE

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n
\n

STEP OF THE WIND

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"kDILnXslDQTvng3W","name":"Field Advantage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

UNBALANCING BLOCK

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kk16fzUU7IFma2Vj","name":"Multiattack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you gain one of the following features of your choice.

\n
\n
\n

VOLLEY

\n

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

\n
\n

WHIRLWIND ATTACK

\n

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kqAjfLAtsOo8xdrX","name":"Sleight of Foot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 3rd level
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} -{"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADVANCED REMOTE HEALER

\n

Prerequisite: 12th level
The range of your Remote Healer feature increases to 60 feet.

\n
\n

EXPERIMENTAL TREATMENTS

\n

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table below. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

\n

Side Effects

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature’s legs become swollen. The creature gains 1 slowed level.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
\n

FROM THE BRINK

\n

Prerequisite: 7th level
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

\n
\n

HEALTH ADVISOR

\n

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

\n
\n

PATIENT PROTECTOR

\n

Prerequisite: 5th level
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

\n
\n

SURGICAL PRECISION

\n

Prerequisite: 5th level
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

\n
\n

TEND THE WOUNDED

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"lKVeusPvt7cp1VaG"} -{"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"lLNBqCC6iexP68We","name":"Trick Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

\n

Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

\n
\n

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

BLINDING SHOT

\n

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

\n
\n

BRUTAL SHOT

\n

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

\n
\n

HAMPERING SHOT

\n

You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Clever Applications (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"eI84bFiOL4R3yNwV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"Improvised","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Clever Applications","tint":"","transfer":true}],"_id":"lg3aDHgiFHKx9jCy"} -{"_id":"li76QMuqAHqTfSTJ","name":"Tool of the Trade","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.

\n

Lastly, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below its hit point maximum. All the other rules for the Sneak Attack class feature still apply to you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"jkV1oThkNziwTd9W","name":"Mark of the Hunter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each turn, roll your Ranger’s Quarry die and add it to the roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jp9D18rp1sPIyKGu","name":"Exploit Weakness (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"jxi95vkiR5gUWgGj","name":"Aura of Warding","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"k3MfZwrPDLVZMO52","name":"Rally (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"k3OEbXbPzyXEddIy","name":"Measured Action (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"when you make a roll for a contested skill check"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"k6JSg50GeXtxxLp2","name":"Running on Fumes (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

\n

Lastly, you have advantage on saving throws against exhaustion.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd and 11th level

\n

Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n
\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n
\n

FLURRY OF BLOWS

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n
\n

PATIENT DEFENSE

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n
\n

STEP OF THE WIND

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"kDILnXslDQTvng3W","name":"Field Advantage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

UNBALANCING BLOCK

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Monk (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Monk, you gain the following proficiencies.

\n

Weapons: Techblades

","chat":"","unidentified":""},"requirements":"Dex 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.woU6OIMvdrdxFgDG"}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Monk (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"kdLyEZrOlS7bGHhF"} +{"_id":"kk16fzUU7IFma2Vj","name":"Multiattack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you gain one of the following features of your choice.

\n
\n
\n

VOLLEY

\n

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

\n
\n

WHIRLWIND ATTACK

\n

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kqAjfLAtsOo8xdrX","name":"Sleight of Foot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 3rd level
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} +{"name":"Scholar (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Scholar, you gain the following proficiencies.

\n

Armor: Light armor

\n

Skills: Choose one from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

","chat":"","unidentified":""},"requirements":"Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.ikUknUrZ2PlevREs"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Scholar (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"lECmWxRSO1LkHpx7"} +{"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADVANCED REMOTE HEALER

\n

Prerequisite: 12th level
The range of your Remote Healer feature increases to 60 feet.

\n
\n

EXPERIMENTAL TREATMENTS

\n

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table below. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

\n

Side Effects

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature’s legs become swollen. The creature gains 1 slowed level.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
\n

FROM THE BRINK

\n

Prerequisite: 7th level
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

\n
\n

HEALTH ADVISOR

\n

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

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\n

PATIENT PROTECTOR

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Prerequisite: 5th level
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

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\n

SURGICAL PRECISION

\n

Prerequisite: 5th level
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

\n
\n

TEND THE WOUNDED

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lKVeusPvt7cp1VaG","name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"lLNBqCC6iexP68We","name":"Trick Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

\n

Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

\n
\n

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

BLINDING SHOT

\n

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

\n
\n

BRUTAL SHOT

\n

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

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\n

HAMPERING SHOT

\n

You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lc6R3mdiQR6D5lTt","name":"Ideal of the Tranquil","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[]} +{"_id":"lg3aDHgiFHKx9jCy","name":"Clever Applications (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"eI84bFiOL4R3yNwV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"Improvised","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Clever Applications","tint":"","transfer":true}]} +{"_id":"li76QMuqAHqTfSTJ","name":"Tool of the Trade","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.

\n

Lastly, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below its hit point maximum. All the other rules for the Sneak Attack class feature still apply to you.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} {"_id":"liI3fHP0qjCq0N5X","name":"Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n
\n
\n

To ensure that manuevers consume dice properly, the number of dice are stored in this feature, (which is technically an item) and when the individual maneuvers are pulled into this character's sheet, the GM should do or instruct their players to do the following:

\n
    \n
  • \n
    Go to the manuever's details tab
    \n
  • \n
  • \n
    set the manuever's Resource Consumption to:
    \n
      \n
    • \n
      Item Uses
      \n
    • \n
    • \n
      Combat Superiority (2 per sr)
      \n
    • \n
    • \n
      1
      \n
    • \n
    \n
  • \n
\n

As the character's Fighter levels increase someone will have to upgrade the die rolls in each individual maneuver's details tab.

\n
\n
\n

 

\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

COMMANDER’S STRIKE

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n
\n

DISARMING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

DISTRACTING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n
\n

EVASIVE FOOTWORK

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n
\n

FEINTING ATTACK

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

LUNGING ATTACK

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

MANEUVERING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n
\n

MENACING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

PARRY

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n
\n

PRECISION ATTACK

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n
\n

PUSHING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n
\n

RALLY

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n
\n

RIPOSTE

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

SWEEPING ATTACK

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n
\n

TRIP ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Precision Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}],"_id":"looGlBdx8eDYmu8p"} -{"_id":"lzXBF7Q18AkcWwlh","name":"Parry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} -{"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m1wUOAShOy5PFr5Q","name":"Adaptive Techie","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m9xP23xolpC7YrUy","name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"looGlBdx8eDYmu8p","name":"Precision Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} +{"_id":"lzXBF7Q18AkcWwlh","name":"Parry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} +{"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m1wUOAShOy5PFr5Q","name":"Adaptive Techie","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m9xP23xolpC7YrUy","name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"mDSHVC94xrWmXqoE","name":"Bendu","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mMHcv3kuR9Ef8Sin","name":"Nemesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mMnPYQB0HIHd5tQu","name":"Culinary Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with chef’s kits and your choice of Nature or Survival skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mUQpy94CIAOkbxC1","name":"Survivor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":"Start of your turn, HP is greater than 0 and half or less MaxHP"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mY6mOTYRUXAGEfaE","name":"Fling People","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

THROW FRIEND

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

THROW FOE

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mYAWcD7bouvWCW5d","name":"Interconnectedness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mh7B0PHjzOdizb1B","name":"Bonus Proficiencies (Engineer: Construction)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd level

\n

You gain proficiency in constructor's implements. Additionally, when you engage in crafting with constructor's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mwFCS2UnVVoYdhzx","name":"Hunter's Prey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you gain one of the following features of your choice.

\n
\n
\n

COLOSSUS SLAYER

\n

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.

\n
\n

GIANT KILLER

\n

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

\n
\n

HORDE BREAKER

\n

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mwa7JolzlXpsDYQa","name":"Aura of Presence","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"n1nSwzit7F7yg7dh","name":"Potent Techcasting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"n2T7oiP0MfoQ0Sds","name":"Bonus Proficiencies (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"n32TLwX2tC7qslPD","name":"Extra Attack (Guardian)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"n6vcm8JRdZFZCA2t","name":"Head Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Targeted Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"When an ally makes an attack against a creature"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"n8bbH8JyuPrwvjUj"} -{"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nHlZUlntOwCITETq","name":"Refocused Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"nJptqQFdwgm0KG76","name":"Emergency Supplies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nLR7pu7fwxPc8VAZ","name":"Fighter's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n
\n

SNAP AGGRESSION

\n

If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n
\n

ASSERTIVE DEFENSE

\n

When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}],"_id":"nUrnFkPhRJaNKgoE"} -{"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"neI83QoBohA6gEqz","name":"Stalker's Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nyjlNDLKGtETTzDY","name":"Form Basics (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"o3GycrtP08UoO2s0","name":"Scattering Stance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"o8xQO9rBLDUXqoq3","name":"Phasestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much damage on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oSSRYaeVsdcZQ5KW","name":"Intimidating Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oVrxpyekQy3Wnito","name":"Experimental Overrides","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oYss1VOh4MUYVx09","name":"Superior Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Administer Aid (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[],"_id":"oarnhBQLiGoWAaWq"} -{"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"oj5YJYw3sN0iB3An","name":"Panacea","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

\n

The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can’t create another until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ojtZlS89GEGWXnwP","name":"Ricochet Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"ow8lboCU7nSy3dyd","name":"Supreme Healing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mMHcv3kuR9Ef8Sin","name":"Nemesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mMnPYQB0HIHd5tQu","name":"Culinary Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency with chef’s kits and your choice of Nature or Survival skills.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 20th level

\n

You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 20","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"mUQpy94CIAOkbxC1","name":"Survivor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":"Start of your turn, HP is greater than 0 and half or less MaxHP"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mY6mOTYRUXAGEfaE","name":"Fling People","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

THROW FRIEND

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

THROW FOE

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mYAWcD7bouvWCW5d","name":"Interconnectedness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mh7B0PHjzOdizb1B","name":"Bonus Proficiencies (Engineer: Construction)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd level

\n

You gain proficiency in constructor's implements. Additionally, when you engage in crafting with constructor's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mwFCS2UnVVoYdhzx","name":"Hunter's Prey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you gain one of the following features of your choice.

\n
\n
\n

COLOSSUS SLAYER

\n

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.

\n
\n

GIANT KILLER

\n

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

\n
\n

HORDE BREAKER

\n

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mwa7JolzlXpsDYQa","name":"Aura of Presence","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"n1nSwzit7F7yg7dh","name":"Potent Techcasting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n2T7oiP0MfoQ0Sds","name":"Bonus Proficiencies (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n32TLwX2tC7qslPD","name":"Extra Attack (Guardian)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"n6vcm8JRdZFZCA2t","name":"Head Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n8bbH8JyuPrwvjUj","name":"Targeted Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"When an ally makes an attack against a creature"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Articulate Authority","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Bolstering Practice: 3rd level

\n

When you use of your Cunning Action feature to take the Dash. Disengage, or Hide actions, a number of friendly creatures up to your Charisma modifier within 30 feet of you who can hear you and who can understand you can use their reaction to gain an effect, determined by the action you took:

\n
    \n
  • Dash: The creature can move up to half their speed. They must end this movement within 30 feet of you.
  • \n
  • Disengage: The creature can move up to 5 feet. If this movement would provoke an opportunity attack, the opportunity attack is made with disadvantage.
  • \n
  • Hide: The creature has advantage on the first attack roll they make before the end of their next turn against a creature you successfully hide from.
  • \n
\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the operative table. You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[],"_id":"nDdruNNTBKxSSXoa"} +{"_id":"nHlZUlntOwCITETq","name":"Refocused Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"nJptqQFdwgm0KG76","name":"Emergency Supplies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nLR7pu7fwxPc8VAZ","name":"Fighter's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n
\n

SNAP AGGRESSION

\n

If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n
\n

ASSERTIVE DEFENSE

\n

When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"nOhGyYRV5xols2V9","name":"Triage Training","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in the Medicine skill.

\n

Additionally, when you would use your action to make an ability check to stabilize a creature, expend a use of a traumakit, or use a medpac, you can instead use your bonus action.

","chat":"","unidentified":""},"requirements":"Triage Technique: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"x8b3JBG0agqMIuSZ","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.med.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Triage Training","tint":"","transfer":true}]} +{"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nRNaht4UY10tcuwn","name":"Monk Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Monk, you gain the following proficiencies.

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

","chat":"","unidentified":""},"requirements":"Monk 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.wp6X5PxaPqjV8kLG"}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.value","value":"chk","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Monk Proficiencies","tint":"","transfer":true}]} +{"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nUrnFkPhRJaNKgoE","name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} +{"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"neI83QoBohA6gEqz","name":"Stalker's Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 14th level

\n

When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"nuFQtxutzyHQkMCp","name":"Ideal of the Artisan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

 

\n
\n

Edit the effects to change the skill(s) this feature applies to. The bonus will not show on the character sheet but will show when the chosen skill(s) are rolled.
In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[{"_id":"1x38iIN0ZkZTgpTD","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20},{"key":"data.skills.ani.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":100,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan Manifestation","tint":"","transfer":false},{"_id":"EWbuKV1vVRnWFLJR","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(floor(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan","tint":"","transfer":true}]} +{"_id":"nyjlNDLKGtETTzDY","name":"Form Basics (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"o1FbFLFCuZDlnw9b","name":"Unbreakable Focus","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Once per long rest, you can cast the battle meditation force power at its base level without expending force points. While concentrating on battle meditation, at the start of each of your turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

\n

Additionally, whenever you make a Constitution saving throw to maintain concentration on a force power, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"requirements":"Path of Meditation: 7","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[]} +{"_id":"o3GycrtP08UoO2s0","name":"Scattering Stance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"o8xQO9rBLDUXqoq3","name":"Phasestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much damage on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oEk2b1QqJcQ1IuFe","name":"Nomad's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"oSSRYaeVsdcZQ5KW","name":"Intimidating Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oVrxpyekQy3Wnito","name":"Experimental Overrides","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oYss1VOh4MUYVx09","name":"Superior Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oarnhBQLiGoWAaWq","name":"Administer Aid (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[]} +{"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"oj5YJYw3sN0iB3An","name":"Panacea","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

\n

The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can’t create another until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ojtZlS89GEGWXnwP","name":"Ricochet Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"ow8lboCU7nSy3dyd","name":"Supreme Healing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"oy6mPgNs04nLTbmN","name":"Maneuvering Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"oyj6hBqv5Qk4rJVQ","name":"Entropic Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"p3pkLOyrjIOHwMQS","name":"Distracting Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Ambassador (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"p6PyROX3D7H53Q9D"} -{"_id":"pMEmIt3NWThbee8k","name":"Feral Impulse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 7th level
Your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"pNxTO7UhVKYIbDkz","name":"Stop Hitting Eachother","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pPKLvM4RC2l1oLQi","name":"Dazzling Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:

\n
\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n
\n
\n

DEFENSIVE STEP

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n
\n

MOBILE STEP

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n
\n

OFFENSIVE STEP

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pPyeqnE1GnMeG1og","name":"Now I Am the Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:

\n
    \n
  • It gains temporary hit points equal to twice its level.
  • \n
  • Once per turn, when it deals damage or restores hit points, it can roll an additional die.
  • \n
  • It gains resistance to kinetic and energy damage.
  • \n
\n

This effect ends early if your companion is incapacitated or dies. Once your companion has used this feature, it can’t use it again until it finishes a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pWu7ql7UFckNjgmK","name":"Subtle Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n
\n

CLOAK OF FRIGHT

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

CLOAK OF INVISIBILITY

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n
\n

CLOAK OF MEMORY

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oyj6hBqv5Qk4rJVQ","name":"Entropic Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p3pkLOyrjIOHwMQS","name":"Distracting Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p6PyROX3D7H53Q9D","name":"Ambassador (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"pMEmIt3NWThbee8k","name":"Feral Impulse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 7th level
Your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"pNxTO7UhVKYIbDkz","name":"Stop Hitting Eachother","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pPKLvM4RC2l1oLQi","name":"Dazzling Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:

\n
\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n
\n
\n

DEFENSIVE STEP

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n
\n

MOBILE STEP

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n
\n

OFFENSIVE STEP

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pPyeqnE1GnMeG1og","name":"Now I Am the Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:

\n
    \n
  • It gains temporary hit points equal to twice its level.
  • \n
  • Once per turn, when it deals damage or restores hit points, it can roll an additional die.
  • \n
  • It gains resistance to kinetic and energy damage.
  • \n
\n

This effect ends early if your companion is incapacitated or dies. Once your companion has used this feature, it can’t use it again until it finishes a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pWu7ql7UFckNjgmK","name":"Subtle Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n
\n

CLOAK OF FRIGHT

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

CLOAK OF INVISIBILITY

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n
\n

CLOAK OF MEMORY

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"pd9SrIEnZ04Ihwtw","name":"Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Hit a creature with a melee weapon attack."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":"Force-Empowered Strike"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} -{"_id":"pn1DjMFXPNTfFIME","name":"Shielded Thoughts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pq8vFXNw4RsrMQd2","name":"Relentless Assault (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pqpMDla2xTiLKmQz","name":"Master of Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"prxRkZuc0ZzVhJxt","name":"Whirlwind Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"psCyhE5cHf06gu6A","name":"Additional Maneuvers (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into ancient civilizations. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

FORCE RESONANCE

\n

Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.

\n
\n

FORTUNE AND GLORY

\n

When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target's purse, or take something from its pocket. Roll the superiority die, and add the result to the check.

\n
\n

FOSSIL FUELED

\n

When you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number rolled + your forcecasting modifier + twice the power's level. This damage cannot be reduced in any way.

\n

For each additional time you use this maneuver without taking a short or long rest, roll and additional superiority die of damage.

\n
\n

ONE WITH THE FORCE

\n

Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.

\n
\n

OVERWHELMING WIT

\n

Once per round, when a creature secceds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.

\n
\n

MIND OVER MYSTERY

\n

When you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.

\n
\n

SHORT ROUND

\n

When you cast a force power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n
\n

STRIKEFORCE

\n

When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.

\n
\n

YOU CALL THIS ARCHAEOLOGY?

\n

When you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give yourself or that ally temporary hit points equal to the number rolled + your forcecasting ability modifer.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ptnCEo5giZPvVded","name":"Mark of the Deadeye","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, the range of your Ranger’s Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your ranged weapons double.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pwueAEbCrrWYKDFy","name":"Bonus Proficiencies (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in the Animal Handling skill.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pzqCxV7BEjZ6UN1h","name":"Residual Warp","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you’ve visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"q2CS3xB1EIG0E7Jt","name":"Wild Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qE8tqnNJQQYekBrS","name":"Enthralling Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qEB0qRRtzWUeHji7","name":"Glancing Blow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qKSjq3XWQGEJNofg","name":"Lingering Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

 

\n

THE SHIELD SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qUiOXv1Kv6r9W7Md","name":"Forcecasting (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers from you studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Archaeologist Pursuit Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n

THE Archaeologist Pursuit

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qVV2qok1jL1xDZZi","name":"Humanoid Companion (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve adopted a partner, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when you or your companion are hit by dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can’t be reduced or negated in any way.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qWV5YogZcpZ3Y3xj","name":"Chirodactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"qgHRPomaepStE22s","name":"Neck Snap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can’t be reduced in any way.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pn1DjMFXPNTfFIME","name":"Shielded Thoughts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"9qOSAGjZr229QFAN","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"flags.sw5e.jackOfAllTrades","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Led by the Force","tint":"","transfer":true}]} +{"_id":"pq8vFXNw4RsrMQd2","name":"Relentless Assault (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pqpMDla2xTiLKmQz","name":"Master of Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"prxRkZuc0ZzVhJxt","name":"Whirlwind Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"psCyhE5cHf06gu6A","name":"Additional Maneuvers (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into ancient civilizations. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

FORCE RESONANCE

\n

Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.

\n
\n

FORTUNE AND GLORY

\n

When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target's purse, or take something from its pocket. Roll the superiority die, and add the result to the check.

\n
\n

FOSSIL FUELED

\n

When you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number rolled + your forcecasting modifier + twice the power's level. This damage cannot be reduced in any way.

\n

For each additional time you use this maneuver without taking a short or long rest, roll and additional superiority die of damage.

\n
\n

ONE WITH THE FORCE

\n

Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.

\n
\n

OVERWHELMING WIT

\n

Once per round, when a creature secceds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.

\n
\n

MIND OVER MYSTERY

\n

When you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.

\n
\n

SHORT ROUND

\n

When you cast a force power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n
\n

STRIKEFORCE

\n

When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.

\n
\n

YOU CALL THIS ARCHAEOLOGY?

\n

When you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give yourself or that ally temporary hit points equal to the number rolled + your forcecasting ability modifer.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ptnCEo5giZPvVded","name":"Mark of the Deadeye","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, the range of your Ranger’s Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your ranged weapons double.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pwueAEbCrrWYKDFy","name":"Bonus Proficiencies (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in the Animal Handling skill.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pzqCxV7BEjZ6UN1h","name":"Residual Warp","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you’ve visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"q2CS3xB1EIG0E7Jt","name":"Wild Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qE8tqnNJQQYekBrS","name":"Enthralling Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qEB0qRRtzWUeHji7","name":"Glancing Blow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qKSjq3XWQGEJNofg","name":"Lingering Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

 

\n

THE SHIELD SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Consular Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Consular, you gain the following proficiencies.

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

","chat":"","unidentified":""},"requirements":"Consular 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.vjtWmNyT5vJQZRJf"}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","label":"Consular Proficiencies","tint":"","transfer":true}],"_id":"qR3ltr92HO8A6WWa"} +{"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qUiOXv1Kv6r9W7Md","name":"Forcecasting (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers from you studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Archaeologist Pursuit Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n

THE Archaeologist Pursuit

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qVV2qok1jL1xDZZi","name":"Humanoid Companion (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve adopted a partner, gaining the services of your own humanoid companion.

\n

Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

\n

If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

\n
    \n
  • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
  • \n
\n

Lastly, while bonded and within 10 feet of you, when you or your companion are hit by dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can’t be reduced or negated in any way.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qWV5YogZcpZ3Y3xj","name":"Chirodactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"qgHRPomaepStE22s","name":"Neck Snap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can’t be reduced in any way.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"qobxHjs45ISwWv2j","name":"Disarming Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"qrAYa9BeKBamaauT","name":"Luck of the Fool","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"quoqL3EKsr7gMDCP","name":"Tactical Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"r2ZOqWzZzhkUmSoV","name":"Slayer's Pride","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n
\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qrAYa9BeKBamaauT","name":"Luck of the Fool","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"quoqL3EKsr7gMDCP","name":"Tactical Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"r2ZOqWzZzhkUmSoV","name":"Slayer's Pride","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n
\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"rAlFvS5hFQJG3c74","name":"Vow of Restoration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you would make an unarmed strike"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+max(max(@abilities.wis.mod,@abilities.cha.mod),1)","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"rFN0AQJq70DP6qpS","name":"Focused Flow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rIVFUzh21M87bRkp","name":"Beastwarden","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n
    \n
  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
  • \n
  • If you have darkvision and your beast doesn’t, your beast gains it with the same radius. If your beast has darkvision and you don’t, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
  • \n
  • If you have advantage on Perception checks and your beast doesn’t, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don’t, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
\n

This radius increases to 30 feet at 18th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[{"_id":"E7ZFEHBny7NjHcFj","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"2","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","label":"Rage","tint":"","transfer":false}]} -{"_id":"rPzGmFEFzwxKLmyh","name":"Discoveries (Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

Arcane Membrane

\n

You can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of+1) to any Intelligence (Lore) or Intelligence (Nature) checks you make.

\n
\n

Evil Eye

\n

Prerequisite: 5th level

\n

You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.

\n

Once you've cast a power using this feature, you must complete a long rest before you can cast it again.

\n
\n

Exsanguination

\n

Prerequisite: 9th level

\n

When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.

\n
\n

Hexes and Superstitions

\n

When you roll a 13 on an ability check, you treat it as if you rolled a 20.

\n
\n

Natural Karma

\n

Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.

\n
\n

Savage Sortilege

\n

Prerequisite: 13th level

\n

You ignore resistance to psychic damage, and you have resistance to psychic damage.

\n
\n

Supernatural Vigor

\n

At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 5th level

\n

You can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} -{"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to invoke your totems to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n
\n

RELENTLESS

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n
\n

PUNISHING CHARGE

\n

When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"riPd6LYH9XCBUPbI","name":"Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n
\n
\n

DISRUPTION PULSE

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n
\n

FORCED OVERRIDE

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n
\n

TECHCASTING INSIGHT

\n

As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rkooXE8vPLT1zs0j","name":"Double Swing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rtq7PyIfmJQ0lGX9","name":"Mighty Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rwlSmbnx9YtbWOI8","name":"Rising Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ryOcrJD1zMIca1s6","name":"Fists of Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s0Bf6Sv2exQNH7vK","name":"Unlimited Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage can not be reduced in any way.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s0tgfPdqVbfeTu8X","name":"Synthetic Understanding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or your Double Strike Force Empowered Self option, you can choose to substitute the damage dealt as ion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s3zxpmEoABHG6fJN","name":"Darkness Charges","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s7L1KzijyPgWkRng","name":"Mark of the Predator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, if the target of your Ranger’s Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s9N0SbnOiNitLT5W","name":"Clarity of Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sB7WR4Mow93lkPYh","name":"Surveyed Area","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sDqQ6apF5bfbS6GS","name":"Bonus Proficiencies (Engineer: Astrotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in astrotech’s implements. Additionally, when you engage in crafting with astrotech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sMap3pJ2eaRKjLhs","name":"Dervish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sQ9c8Bnuj93ozEPr","name":"Force Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 2nd level
You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the consular table. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Reaction.webp","effects":[]} -{"_id":"sTy1MsBoX23ucs5S","name":"Discoveries (Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADMINISTRATOR’S LOG

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n
\n

BACKDOOR EGRESS

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power’s area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n
\n

INTELLIGENCE CORE OVERRIDE

\n

Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

RESOURCE APPROPRIATION

\n

Prerequisite: 11th level
If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

SKILLFUL CASTING

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n
\n

SLEEPER PROGRAM

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power’s activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power’s effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sUs6idlxKXYU4ba6","name":"Force Deflection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sZbz4ionDvaecDde","name":"Redirect Error","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sbC804GyKAWJhQ12","name":"Portable Structure","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd, 11th, and 17th level

\n

You have constructed a set of malleable, portable fortifications that can you and your allies. Over the course of a long rest, you create a portable structure that travels with you.

\n

Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:

\n
    \n
  • Its AC equals your tech save DC.
  • \n
  • It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can't be use again until you spend 1 hour repairing it. which can be done during a short or long rest.
  • \n
  • You can restore missing hit points to your structure by casting the mending tech power on it. or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can't be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
  • \n
  • Your structure has two modes: dismantled and deployed. While dismantled, your structure's speed equals your own, it hovers 5 feet off the ground, it up the space a 5 foot cube, and it weighs 500 lbs. This increases to a 10 foot cube and 1,000 lbs. at 11 th level, and a 15 foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure's speed is 0 and it takes up space dictated by how its deployed.
  • \n
\n

As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11 th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).

\n

You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.

\n
\n

Bridge

\n

You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some function; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.

\n

When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.

\n
\n

Cage

\n

You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, as air, water, and sound passes through it You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature's space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside the sage. Otherwise, it is trapped within the structure when it is deployed.

\n

When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.

\n
\n

Shelter

\n

You erect a shelter up to 15 feet long, 10 feet wide, 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The house can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.

\n

When you reach 11 th level, the house can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortable support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the house can extend up to 45 feet long 20 feet wide, 20 feet tall, and it can now comfortable support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.

\n
\n

Tower

\n

You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.

\n

When you reach 11 th level, the tower's platform can extend 5 feet by 10 feet and rise up to 40 feet When you reach 17th level, the tower's platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower's platform has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

Wall

\n

You deploy a wall up to 30 feet long 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.

\n

When you reach 11 th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sbYfAu9t8TUNR5hp","name":"Overwhelming Cleave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rFN0AQJq70DP6qpS","name":"Focused Flow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rIVFUzh21M87bRkp","name":"Beastwarden","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n
    \n
  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
  • \n
  • If you have darkvision and your beast doesn’t, your beast gains it with the same radius. If your beast has darkvision and you don’t, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
  • \n
  • If you have advantage on Perception checks and your beast doesn’t, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don’t, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
\n

This radius increases to 30 feet at 18th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[{"_id":"E7ZFEHBny7NjHcFj","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"2","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","label":"Rage","tint":"","transfer":false}]} +{"_id":"rPzGmFEFzwxKLmyh","name":"Discoveries (Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

Arcane Membrane

\n

You can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of+1) to any Intelligence (Lore) or Intelligence (Nature) checks you make.

\n
\n

Evil Eye

\n

Prerequisite: 5th level

\n

You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.

\n

Once you've cast a power using this feature, you must complete a long rest before you can cast it again.

\n
\n

Exsanguination

\n

Prerequisite: 9th level

\n

When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.

\n
\n

Hexes and Superstitions

\n

When you roll a 13 on an ability check, you treat it as if you rolled a 20.

\n
\n

Natural Karma

\n

Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.

\n
\n

Savage Sortilege

\n

Prerequisite: 13th level

\n

You ignore resistance to psychic damage, and you have resistance to psychic damage.

\n
\n

Supernatural Vigor

\n

At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 5th level

\n

You can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to invoke your totems to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n
\n

RELENTLESS

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n
\n

PUNISHING CHARGE

\n

When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"riPd6LYH9XCBUPbI","name":"Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n
\n
\n

DISRUPTION PULSE

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n
\n

FORCED OVERRIDE

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n
\n

TECHCASTING INSIGHT

\n

As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rkooXE8vPLT1zs0j","name":"Double Swing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rrtOo11D08e4QVPh","name":"Force-Empowered Allies","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

While you are concentrating on a power that benefits a friendly creature other than you, you gain new ways to utilize your Force-Empowered Self features. Each option costs 1 force point, and you can only target a creature that is benefiting from a power you cast.

\n
\n
\n

Deflection

\n

When an ally is hit with an attack roll, you can use your reaction and roll a Kinetic Combat die to add it to your ally's AC, potentially causing the attack to miss.

\n
\n

Double Strike

\n

When an ally hits with an attack roll, you can use your reaction and roll a Kinetic Combat die to deal additional damage of the same type as the attack.

\n
\n

Slow Time

\n

When an ally moves on their turn, you can use your reaction and roll a Kinetic Combat die to increase their speed by 5 x the amount rolled until the end of the turn.

\n
","chat":"","unidentified":""},"requirements":"Path of Meditation: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[]} +{"_id":"rtq7PyIfmJQ0lGX9","name":"Mighty Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rwlSmbnx9YtbWOI8","name":"Rising Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ryOcrJD1zMIca1s6","name":"Fists of Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s0Bf6Sv2exQNH7vK","name":"Unlimited Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage can not be reduced in any way.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s0tgfPdqVbfeTu8X","name":"Synthetic Understanding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or your Double Strike Force Empowered Self option, you can choose to substitute the damage dealt as ion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s3zxpmEoABHG6fJN","name":"Darkness Charges","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s7L1KzijyPgWkRng","name":"Mark of the Predator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, if the target of your Ranger’s Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s9N0SbnOiNitLT5W","name":"Clarity of Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sB7WR4Mow93lkPYh","name":"Surveyed Area","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sDqQ6apF5bfbS6GS","name":"Bonus Proficiencies (Engineer: Astrotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in astrotech’s implements. Additionally, when you engage in crafting with astrotech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sMap3pJ2eaRKjLhs","name":"Dervish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sQ9c8Bnuj93ozEPr","name":"Force Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 2nd level
You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the consular table. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Reaction.webp","effects":[]} +{"_id":"sTy1MsBoX23ucs5S","name":"Discoveries (Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADMINISTRATOR’S LOG

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n
\n

BACKDOOR EGRESS

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power’s area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n
\n

INTELLIGENCE CORE OVERRIDE

\n

Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

RESOURCE APPROPRIATION

\n

Prerequisite: 11th level
If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

SKILLFUL CASTING

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n
\n

SLEEPER PROGRAM

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power’s activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power’s effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sUs6idlxKXYU4ba6","name":"Force Deflection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sZbz4ionDvaecDde","name":"Redirect Error","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sbC804GyKAWJhQ12","name":"Portable Structure","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 3rd, 11th, and 17th level

\n

You have constructed a set of malleable, portable fortifications that can you and your allies. Over the course of a long rest, you create a portable structure that travels with you.

\n

Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:

\n
    \n
  • Its AC equals your tech save DC.
  • \n
  • It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can't be use again until you spend 1 hour repairing it. which can be done during a short or long rest.
  • \n
  • You can restore missing hit points to your structure by casting the mending tech power on it. or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can't be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
  • \n
  • Your structure has two modes: dismantled and deployed. While dismantled, your structure's speed equals your own, it hovers 5 feet off the ground, it up the space a 5 foot cube, and it weighs 500 lbs. This increases to a 10 foot cube and 1,000 lbs. at 11 th level, and a 15 foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure's speed is 0 and it takes up space dictated by how its deployed.
  • \n
\n

As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11 th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).

\n

You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.

\n
\n

Bridge

\n

You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some function; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.

\n

When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.

\n
\n

Cage

\n

You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, as air, water, and sound passes through it You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature's space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside the sage. Otherwise, it is trapped within the structure when it is deployed.

\n

When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.

\n
\n

Shelter

\n

You erect a shelter up to 15 feet long, 10 feet wide, 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The house can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.

\n

When you reach 11 th level, the house can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortable support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the house can extend up to 45 feet long 20 feet wide, 20 feet tall, and it can now comfortable support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.

\n
\n

Tower

\n

You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.

\n

When you reach 11 th level, the tower's platform can extend 5 feet by 10 feet and rise up to 40 feet When you reach 17th level, the tower's platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower's platform has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

Wall

\n

You deploy a wall up to 30 feet long 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.

\n

When you reach 11 th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sbYfAu9t8TUNR5hp","name":"Overwhelming Cleave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Consular (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Consular, you gain the following proficiency.

\n

Weapons: Simple lightweapons

","chat":"","unidentified":""},"requirements":"Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.A4QlzxSQr6RdLgBK"}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","label":"Consular (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"sm2oNktIyQCoM3w2"} {"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 1st level

\n

You are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} -{"name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}],"_id":"spOzjJdS7AGR2LX7"} -{"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in historical civilizations. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ARCHIVE RESEARCH 

\n

Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will powers of your choice, which don't count against your number of force powers known.

\n
\n

FORCE COMBAT KNOWLEDGE 

\n

Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must tuse the same modifier for both rolls.

\n

Additionally, you gain knowledge of one lightsaber form of your choice.

\n
\n

IT BELONGS IN A MUSEUM 

\n

Your knowledge of antquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.

\n
\n

LOCALIZED SURVEY 

\n

Prerequisite: 13th level

\n

Your affinity for the force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediated vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you learn about one signifiant event, beginning with the most recent.

\n

You can investigate in this way for a number minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

\n

Once you've used this feature, you can't use it again until you complete a short or long rest.

\n
\n

MAKING THIS UP AS YOU GO 

\n

Prerequisite: 17th level

\n

You may now cast force powers at 4th-level twice between rests.

\n
\n

TELEKINETIC MINISTRATIONS 

\n

Prerequisite: 9th level

\n

You can cast the telekineses force power at 5th level without spending force points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n
\n

THE YEARS AND THE MILEAGE 

\n

Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survivial checks.

\n
\n

TOMB OF THE ANCIENTS 

\n

Prerequisite: 5th level

\n

As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.

\n

Once you use this feature, you can't use it again until you complete a short or long rest.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"spOzjJdS7AGR2LX7","name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} +{"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in historical civilizations. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ARCHIVE RESEARCH 

\n

Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will powers of your choice, which don't count against your number of force powers known.

\n
\n

FORCE COMBAT KNOWLEDGE 

\n

Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must tuse the same modifier for both rolls.

\n

Additionally, you gain knowledge of one lightsaber form of your choice.

\n
\n

IT BELONGS IN A MUSEUM 

\n

Your knowledge of antquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.

\n
\n

LOCALIZED SURVEY 

\n

Prerequisite: 13th level

\n

Your affinity for the force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediated vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you learn about one signifiant event, beginning with the most recent.

\n

You can investigate in this way for a number minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

\n

Once you've used this feature, you can't use it again until you complete a short or long rest.

\n
\n

MAKING THIS UP AS YOU GO 

\n

Prerequisite: 17th level

\n

You may now cast force powers at 4th-level twice between rests.

\n
\n

TELEKINETIC MINISTRATIONS 

\n

Prerequisite: 9th level

\n

You can cast the telekineses force power at 5th level without spending force points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n
\n

THE YEARS AND THE MILEAGE 

\n

Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survivial checks.

\n
\n

TOMB OF THE ANCIENTS 

\n

Prerequisite: 5th level

\n

As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.

\n

Once you use this feature, you can't use it again until you complete a short or long rest.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"srUX8ZuR0r6d8Kob","name":"Perception's Exploit - Angle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"swx8BTQy2S1WGFSj","name":"Evasive Footwork","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} +{"_id":"swx8BTQy2S1WGFSj","name":"Evasive Footwork","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} {"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 5th level

\n

When an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Reaction.webp","effects":[]} -{"_id":"t55c7OyiSdmENJIM","name":"Double Tap (Operative: Scrapper)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tOo3ExbyW5uQdHJk","name":"Charged Illusions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tZiE3SNBeoRftTYD","name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Biotech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

Active Camouflage Core

\n

Prerequisite: 13th level

\n

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

\n
\n

Anti-Dazzle Ocular Implant

\n

This augmentation replaces your eyes.

\n

You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

\n
\n

Auto-Defibrillator

\n

Prerequisite: 5th level

\n

Prerequisite: Hardy Torso Prothesis

\n

The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

\n

This augmentation replaces an arm.

\n

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

\n

You can choose this modification multiple times.

\n
\n

Celerity Leg Prosthesis

\n

This augmentation replaces both legs.

\n

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

\n
\n

Detachable Eye

\n

This augmentation replaces an eye.

\n

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

\n

You can choose this modification multiple times.

\n
\n

Detachable Hand

\n

This augmentation replaces a hand.

\n

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

\n

You can choose this modification multiple times.

\n
\n

Frailcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Hardy Torso Prosthesis

\n

This augmentation replaces your torso.

\n

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

\n
\n

Harpoon Hand

\n

This augmentation replaces a hand.

\n

You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

\n

You can choose this modification multiple times.

\n
\n

Integrated Subdermal Armor

\n

Prerequisite: 5th level

\n

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

\n
\n

Iridonian Grav-Lev Hand

\n

This augmentation replaces a hand.

\n

Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

\n

You can choose this modification multiple times.

\n
\n

Magnetic Forearm Enhancement

\n

This augmentation replaces a forearm.

\n

Unarmed strikes with this hand have the reach property.

\n

You can choose this modification multiple times.

\n
\n

Mighty Prowess Enabler

\n

Prerequisite: 5th level

\n

Prerequisite: Brawny Arm Prothesis

\n

The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

\n

You can choose this modification multiple times.

\n
\n

Nighthawk Ocular Implant

\n

This augmentation replaces your eyes.

\n

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

\n
\n

Powered Harpoon Hand

\n

Prerequisite: 9th level

\n

Prerequisite: Harpoon Hand

\n

While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

Rendcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Skills Enhancement Package

\n

Prerequisite: 13th level

\n

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

\n
\n

Sound Dampeners

\n

This augmentation replaces your ears.

\n

You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

\n
\n

Surveillance Implant

\n

This augmentation replaces your face.

\n

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

\n
\n

Survival And Surveillance Implant

\n

Prerequisite: 9th level

\n

This augmentation replaces your eyes and face.

\n

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

\n
    \n
  • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
  • \n
  • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
  • \n
  • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
  • \n
\n
\n

Swift Gait Attuner

\n

Prerequisite: 5th level

\n

Prerequisite: Celerity Leg Prothesis

\n

The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

\n

You can choose this modification multiple times.

\n
\n

Vector Amplifier

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Vector Rangefinder

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Voice Synthesizer

\n

Prerequisite: 5th level

\n

This augmentation replaces your throat.

\n

This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

\n
\n

Weapon Integration

\n

This augmentation replaces a forearm.

\n

You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

\n

You can choose this modification multiple times.

\n
\n

Withercasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tbHaX0KFQ8awqRGN","name":"Evasion (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Operative: 7th level

\n

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Evasion","tint":"","transfer":true}]} +{"_id":"t55c7OyiSdmENJIM","name":"Double Tap (Operative: Scrapper)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"t9484zVzydcwhOwN","name":"Sharpshooter's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"tFeYRpK4UKKtYJjK","name":"Ideal of the Steadfast","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"Sm735wmrsKZ7HQPB","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Steadfast Manifestation","tint":"","transfer":false}]} +{"_id":"tOo3ExbyW5uQdHJk","name":"Charged Illusions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tZiE3SNBeoRftTYD","name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Biotech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

Active Camouflage Core

\n

Prerequisite: 13th level

\n

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

\n
\n

Anti-Dazzle Ocular Implant

\n

This augmentation replaces your eyes.

\n

You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

\n
\n

Auto-Defibrillator

\n

Prerequisite: 5th level

\n

Prerequisite: Hardy Torso Prothesis

\n

The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

\n

This augmentation replaces an arm.

\n

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

\n

You can choose this modification multiple times.

\n
\n

Celerity Leg Prosthesis

\n

This augmentation replaces both legs.

\n

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

\n
\n

Detachable Eye

\n

This augmentation replaces an eye.

\n

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

\n

You can choose this modification multiple times.

\n
\n

Detachable Hand

\n

This augmentation replaces a hand.

\n

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

\n

You can choose this modification multiple times.

\n
\n

Frailcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Hardy Torso Prosthesis

\n

This augmentation replaces your torso.

\n

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

\n
\n

Harpoon Hand

\n

This augmentation replaces a hand.

\n

You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

\n

You can choose this modification multiple times.

\n
\n

Integrated Subdermal Armor

\n

Prerequisite: 5th level

\n

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

\n
\n

Iridonian Grav-Lev Hand

\n

This augmentation replaces a hand.

\n

Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

\n

You can choose this modification multiple times.

\n
\n

Magnetic Forearm Enhancement

\n

This augmentation replaces a forearm.

\n

Unarmed strikes with this hand have the reach property.

\n

You can choose this modification multiple times.

\n
\n

Mighty Prowess Enabler

\n

Prerequisite: 5th level

\n

Prerequisite: Brawny Arm Prothesis

\n

The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

\n

You can choose this modification multiple times.

\n
\n

Nighthawk Ocular Implant

\n

This augmentation replaces your eyes.

\n

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

\n
\n

Powered Harpoon Hand

\n

Prerequisite: 9th level

\n

Prerequisite: Harpoon Hand

\n

While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

Rendcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Skills Enhancement Package

\n

Prerequisite: 13th level

\n

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

\n
\n

Sound Dampeners

\n

This augmentation replaces your ears.

\n

You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

\n
\n

Surveillance Implant

\n

This augmentation replaces your face.

\n

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

\n
\n

Survival And Surveillance Implant

\n

Prerequisite: 9th level

\n

This augmentation replaces your eyes and face.

\n

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

\n
    \n
  • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
  • \n
  • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
  • \n
  • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
  • \n
\n
\n

Swift Gait Attuner

\n

Prerequisite: 5th level

\n

Prerequisite: Celerity Leg Prothesis

\n

The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

\n

You can choose this modification multiple times.

\n
\n

Vector Amplifier

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Vector Rangefinder

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Voice Synthesizer

\n

Prerequisite: 5th level

\n

This augmentation replaces your throat.

\n

This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

\n
\n

Weapon Integration

\n

This augmentation replaces a forearm.

\n

You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

\n

You can choose this modification multiple times.

\n
\n

Withercasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tbHaX0KFQ8awqRGN","name":"Evasion (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Operative: 7th level

\n

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Evasion","tint":"","transfer":true}]} {"_id":"tk7nQSyaZa5kneO6","name":"Piloting's Exploit - Spin","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"u07a2ZXQlokyBClQ","name":"Shadow Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.

\n

Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n
Unstable Engineering Surge
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uAE6iG36liBaddaO","name":"Force Resistance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, while the target of your Ranger’s Quarry feature is within 30 feet of you, you gain the following benefits:

\n
    \n
  • You have advantage on saving throws against force powers they cast.
  • \n
  • You have resistance to damage dealt by force powers they cast.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uGPz2W0KIQ4Xk6xv","name":"Aura of Conviction","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"uIOP1xHouOlyDym1","name":"Mentor's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"uITFuPS25GwkJnV6","name":"Lunging Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} +{"_id":"u07a2ZXQlokyBClQ","name":"Shadow Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.

\n

Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n
Unstable Engineering Surge
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uAE6iG36liBaddaO","name":"Force Resistance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, while the target of your Ranger’s Quarry feature is within 30 feet of you, you gain the following benefits:

\n
    \n
  • You have advantage on saving throws against force powers they cast.
  • \n
  • You have resistance to damage dealt by force powers they cast.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uGPz2W0KIQ4Xk6xv","name":"Aura of Conviction","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"uH22SkE5h83Rjg2N","name":"Warden's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"uIOP1xHouOlyDym1","name":"Mentor's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"uITFuPS25GwkJnV6","name":"Lunging Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} {"_id":"uQxumZPsh5sK9v2Q","name":"Nature's Exploit - Emulate Predator","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

AMMUNITION ENHANCEMENTS

\n

You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

AMPLIFIED SHOTS

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n

AMMUNITION ENHANCEMENTS

\n

The ammunition enhancements are presented in alphabetical order.

\n
\n
\n

CARBONITE SHOT

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n
\n

COERCING SHOT

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

EXPLOSIVE SHOT

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n
\n

HALLUCINOGEN SHOT

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n
\n

PIERCING SHOT

\n

You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n
\n

QUELL SHOT

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

SEEKING SHOT

\n

You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ubfF7LaQ2HdTQKx9","name":"Learner's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

AMMUNITION ENHANCEMENTS

\n

You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

AMPLIFIED SHOTS

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n

AMMUNITION ENHANCEMENTS

\n

The ammunition enhancements are presented in alphabetical order.

\n
\n
\n

CARBONITE SHOT

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n
\n

COERCING SHOT

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

EXPLOSIVE SHOT

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n
\n

HALLUCINOGEN SHOT

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n
\n

PIERCING SHOT

\n

You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n
\n

QUELL SHOT

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

SEEKING SHOT

\n

You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ubfF7LaQ2HdTQKx9","name":"Learner's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"ueVZJoMfvAMrL0xc","name":"Goading Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} -{"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Techcasting Secrets (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

\n

You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"umCqTGZ1GTQAmX3S"} -{"_id":"utG47h4qqKWblu3A","name":"Adaptive Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"v1GPZX7JZ4lh2Bhy","name":"Improved Decoys","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"umCqTGZ1GTQAmX3S","name":"Techcasting Secrets (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

\n

You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"utG47h4qqKWblu3A","name":"Adaptive Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"v1GPZX7JZ4lh2Bhy","name":"Improved Decoys","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":7.5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} -{"_id":"vABtgK0Jau0b6cTl","name":"Tell Me the Odds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases to d10 at 13th level and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vIBCNYhk5Z7GWVyL","name":"Fire As One","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Channel the Force (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 7th level

\n

You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

\n
\n
\n

Cause Harm

\n

You can choose to deal ion damage instead of necrotic.

\n
\n

Lend Aid

\n

Droids and constructs are now valid targets.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"vPTkjP0U9muCFQkf"} -{"_id":"vd1BMUHvQoWbo2j6","name":"Form Basics (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vh8gpSCT41sZMONL","name":"Kinetic Bastion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vjzKXTUin4nIeIDJ","name":"Accomplished Ambusher","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vqxJzX2jON1LZuAS","name":"Force-Empowered Casting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 2nd, 9th, and 17th level

\n

You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 9thand 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n
\n
\n

CAREFUL POWER

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n
\n

DISTANT POWER

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n
\n

EXTENDED POWER

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n
\n

HEIGHTENED POWER

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n
\n

IMPROVED POWER

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n
\n

LINGERING POWER

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n
\n

PINPOINT POWER

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n
\n

QUICKENED POWER

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n
\n

REFOCUSED POWER

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n
\n

SEEKING POWER

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n
\n

TWINNED POWER

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"vxR8oI3jyjVUt5sJ","name":"Targeting Matrix","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vABtgK0Jau0b6cTl","name":"Tell Me the Odds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases to d10 at 13th level and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vIBCNYhk5Z7GWVyL","name":"Fire As One","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vPTkjP0U9muCFQkf","name":"Channel the Force (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 7th level

\n

You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

\n
\n
\n

Cause Harm

\n

You can choose to deal ion damage instead of necrotic.

\n
\n

Lend Aid

\n

Droids and constructs are now valid targets.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"vd1BMUHvQoWbo2j6","name":"Form Basics (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vh8gpSCT41sZMONL","name":"Kinetic Bastion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vjzKXTUin4nIeIDJ","name":"Accomplished Ambusher","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vqxJzX2jON1LZuAS","name":"Force-Empowered Casting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 2nd, 9th, and 17th level

\n

You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 9thand 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n
\n
\n

CAREFUL POWER

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n
\n

DISTANT POWER

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n
\n

EXTENDED POWER

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n
\n

HEIGHTENED POWER

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n
\n

IMPROVED POWER

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n
\n

LINGERING POWER

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n
\n

PINPOINT POWER

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n
\n

QUICKENED POWER

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n
\n

REFOCUSED POWER

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n
\n

SEEKING POWER

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n
\n

TWINNED POWER

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"vxR8oI3jyjVUt5sJ","name":"Targeting Matrix","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"vzh8iX6HpkxnYKR8","name":"Voodoo Doll: Pain","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n
    \n
  • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[]} -{"_id":"vztjE89CZfhFYbOl","name":"Quick-Release Stimulant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w2fcITzwIWxmBuLs","name":"Shocking Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w7Hb4Rru8t27O2uL","name":"Additional Maneuvers (Scholar: Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

EFFECTIVE FLANKING

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n
\n

ENCOURAGING PACE

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n
\n

NO ESCAPE

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature’s movement speed becomes 0 until the start of its next turn.

\n
\n

PRECISE MOVEMENTS

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n
\n

SNARE TRAPS

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n
\n

SUPERIOR COUNTERATTACK

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n
\n

WRESTLE AND DRAG

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w8lV2PlpwsbT2Idf","name":"Blistering Rebuke","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w9G3JY7dSOaXJIAh","name":"Backup Plans","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 13th level

\n

Your are immune to disease and poison and resistant to poison damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"N98ZOr9Yj3gJNiNJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Purity of Body","tint":"","transfer":true}]} -{"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with one type of artisan’s implements of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wJqNvAh5jroqKZWd","name":"New Item","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wgwQXhnekGSa9kt3","name":"Bonus Proficiencies (Operative: Lethality)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wm5BdvpgkfRziN7Q","name":"Bonus Proficiencies (Guardian: Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wq4b1B3UvPmIOs9G","name":"Extra Attack (Pugnacity)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 9th level

\n

When you take the Attack action on your turn, you can choose to attack twice, instead of once.

\n

Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply.

\n

You can't apply more than your total Sneak Attack dice each turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Pugnacity 9"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"ws4yTZAFTaHvuYht","name":"System Override","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"x41qlxJPclXaeCkH","name":"Humanoid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
\n

HUMANOID COMPANION

\n

Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.

\n

Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n
\n

HUMANOID FEATURES

\n

All humanoids share the following features.

\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
  • \n
  • Type: Humanoid
  • \n
  • Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
  • \n
  • Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
  • \n
\n
\n
\n
\n

TINY HUMANOIDS

\n

Tiny humanoids are comprised of diminutive species such as anzellan or patitites.

\n

As a tiny humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per humanoid level
  • \n
  • Hit Points at 1st Level: 4 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Tools: One of your choice.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
  • \n
  • Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
  • \n
  • Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
  • \n
\n
 
\n
\n
 
\n
\n

SMALL HUMANOIDS

\n

Small humanoids are comprised of shorter species such as ewoks or jawas.

\n

As a small humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d6 per humanoid level
  • \n
  • Hit Points at 1st Level: 6 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Skills: One of your choice
  • \n
  • Tools: One specialist's kit of your choice
  • \n
  • Size: Small
  • \n
  • Speed: 25 ft.
  • \n
  • Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n
\n

MEDIUM HUMANOIDS

\n

Medium humanoids are the most common seen in the galaxy.

\n

As a medium humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d8 per humanoid level
  • \n
  • Hit Points at 1st Level: 8 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Size: Medium
  • \n
  • Speed: 30 ft.
  • \n
  • Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
  • \n
\n
\n
\n
\n

HUMANOID TRAITS

\n

The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

\n

\n
\n
\n
\n
\n
\n
\n
\n
\n

ADAPTIVE RESILIENCE

\n

Your humanoid has advantage on Strength and Constitution saving throws against tech powers.

\n
\n
\n
\n
\n

AGGRESSIVE

\n

As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.

\n
\n
\n

ALERT

\n

Always on the lookout for danger, your humanoid gains the following benefits:

\n
    \n
  • Your humanoid gains a +5 bonus to initiative.
  • \n
  • You and your humanoid can't be surprised while your humanoid is conscious.
  • \n
\n
\n
\n

ATHLETE

\n

Your humanoid has undergone extensive physical training to gain the following benefits:

\n
    \n
  • When your humanoid is prone, standing up uses only 5 feet of its movement.
  • \n
  • Climbing doesn't halve your humanoid's speed.
  • \n
  • Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \n
\n
\n
\n

AMPHIBIOUS

\n

Your humanoid can breathe air and water.

\n
\n
\n

CANNIBALIZE

\n

If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n
\n
\n

CLOSED MIND

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.

\n
\n
\n

DARKVISION

\n

Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

\n
\n
\n

DEFENSIVE BALL

\n

Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.

\n
\n
\n

DEFIANT

\n

When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.

\n
\n
DUNGEON DELVER
\n
\n
\n

Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:

\n
    \n
  • Your humanoid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • Your humanoid has advantage on saving throws made to avoid or resist traps.
  • \n
  • Your humanoid has resistance to the damage dealt by traps.
  • \n
  • Your humanoid can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
\n
\n
\n

DURABLE

\n

Hardy and resilient, your humanoid gains the following benefits:

\n
    \n
  • When your humanoid rolls a Hit Die to regain hit points, the minimum number of hit points your humanoid can regain from the roll equals twice your humanoid's Constitution modifier (minimum of 2).
  • \n
  • Your humanoid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your humanoid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
  • \n
\n
\n
\n

ENTHRALLING PHEROMONES

\n

Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

\n
\n
\n

FIGHTING STYLE

\n

Your humanoid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6 of the Player's Handbook. Your humanoid can't take a Fighting Style option more than once, even if it later gets to choose again.

\n
\n
\n

FLIGHT

\n

Prerequisite 9th level
Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.

\n
\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your humanoid knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n
\n

FORCE CONTENTION

\n

Your humanoid has advantage on Strength and Constitution saving throws against force powers.

\n
\n
FORCE-SENSITIVE
\n
\n
\n
\n
\n
\n
\n

Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n

FOUR-ARMED

\n

Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n
\n

GROVEL, COWER, AND BEG

\n

Prerequisite: 5th level
As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.

\n

Once your companion has used this trait, it can't use it again until it finishes a short or long rest.

\n
\n
\n

HARDY CLEVERNESS

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.

\n
\n
\n

HEAVILY ARMORED

\n

Prerequisite: Proficiency with medium armor
Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n
\n

HIDDEN STEP

\n

As a bonus action, your humanoid can turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

\n

Once your humanoid has used this trait, it can't use it again until you finish a short or long rest.

\n
\n
\n

HIDE

\n

Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.

\n
\n
\n

KEEN HEARING

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n
\n

KEEN SIGHT

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n
\n

KEEN SMELL

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n
\n

LIGHTLY ARMORED

\n

Your humanoid gains proficiency in light armor. If your humanoid is already proficient in light armor, instead your humanoid's speed increases by 5 feet while light armor is integrated.

\n
\n
LINGUIST
\n
\n
\n

Your humanoid has studied languages and codes, gaining the following benefits:

\n
    \n
  • Your humanoid learns three languages of its choice.
  • \n
  • Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
  • \n
\n
\n
\n

MOBILE

\n

Your humanoid's speed increases by 10 feet.

\n
\n
\n

MODERATELY ARMORED

\n

Prerequisite: Proficiency with light armor
Your humanoid gains proficiency in medium armor. If your humanoid is already proficient in medium armor, the maximum Dexterity bonus your humanoid can add to AC increases to 3 from 2 while medium armor is integrated.

\n
\n
\n

NATURALLY STEALTHY

\n

Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.

\n
\n
\n

NIMBLE AGILITY

\n

Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.

\n
\n
\n

NIMBLE REFLEXES

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.

\n
\n
\n

NIMBLENESS

\n

Your humanoid can move through the space of any creature that is of a size larger than it.

\n
\n
\n

OBSERVANT

\n

Prerequisite: Alert
Quick to notice details of its environment, your humanoid gains the following benefits:

\n
    \n
  • If your humanoid can see a creature's mouth while it is speaking a language it understands, your humanoid can interpret what it's saying by reading its lips.
  • \n
  • Your humanoid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \n
\n
\n
\n

POWERFUL BUILD

\n

Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n
\n

PROFICIENT

\n

Your humanoid gains proficiency in one skill or tool of its choice.

\n
\n
RAPID REGENERATION
\n
\n
\n
\n
\n
\n
\n

Prerequisite: 5th level
Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.

\n
\n
\n

REGENERATIVE

\n

Prerequisite: 5th level
When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.

\n
\n
\n

SECOND HEART

\n

Prerequisite: 5th level
When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.

\n
\n
\n

STRONG-LEGGED

\n

When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.

\n
\n
\n

TECH RESISTANCE

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.

\n
\n
\n

UNARMED COMBATANT

\n

Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.

\n
\n
\n

SAVAGE ATTACKS

\n

When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n
\n
\n

SAVAGE SHORTY

\n

Prerequisite: Strength 13, size Small
Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Undersized trait.
  • \n
\n
\n
\n

TECH ADEPT

\n

Prerequisite: Tech Dabbler
Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.

\n
\n
\n
\n
\n

TECH DABBLER

\n

Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n
\n
\n

TINY TERROR

\n

Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
  • \n
  • Your humanoid gains the Undersized trait: Undersized.Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n

TOUGH

\n

Prerequisite: Durable
Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:

\n
    \n
  • Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
\n
\n
\n

TRANCE

\n

Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.

\n
\n
\n
\n
\n

WEAPON EXPERT

\n

Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.

\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailedbelow. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:

\n
\n

Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

DISARMING SHOT

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

\n
\n

PENETRATING SHOT

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

The damage is of the same type dealt by the original attack.

\n
\n

SUPPRESSIVE SHOT

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xMszYyTbAZkoKBY1","name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 3rd level
You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"xdWQ4OuCVA0ZPS3U","name":"Discoveries (Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

COVER ADEPT

\n

Prerequisite: 12th level
You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n
\n

DUNGEON EXPLORER

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n
\n

GALACTIC EXPLORER

\n

Prerequisite: 9th level
When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n
\n

GRAPPLING HUNTER

\n

Prerequisite: 5th level
Attack rolls that you make against creatures that you are grappling have advantage.

\n
\n

HIGH GROUND

\n

Prerequisite: 5th level
Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n
\n

NO STONE LEFT UNTURNED

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n
\n

VERSATILE EXPLORER

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xkGpjUxmL8wQYEW9","name":"Master Duelist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xq3FuL9roeEDhh6b","name":"All-Out Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

Once you use this feature, you cannot use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xsN7QCSQmiloh5oF","name":"Unerring Accuracy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xyLkSZxNcvNJ2Wxm","name":"Back Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Evasive Footwork (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}],"_id":"y6H4SiGEZcbILwzs"} -{"_id":"y6sNfiGJFAddwfcb","name":"Mutagenic Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yDmXVFAILTKe2ET5","name":"Psychometric Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.

\n

Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent.

\n

You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":4,"max":4,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"yMSvK9SmLoLI29p2","name":"Spirit Blade Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, as an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yNfequtADMj8vfP8","name":"Cause Harm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Action.webp","effects":[]} -{"_id":"yQ3P80xIfnf999Hg","name":"Dance of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yRBX77FduzyjhnaX","name":"Force-Empowered Kinesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self option, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can’t be reduced or negated in any way.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yTnJWJlddkvLIiOG","name":"Quick Escape","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yYfFFOgfllndNqWr","name":"Techcasting (Berserker: Industrial)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yZcoaSioqe8qda2D","name":"Electric Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

ENVIRONMENTAL BARRIER

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

\n

PHYSICAL BARRIER

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 14th level

\n

Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 14","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Hhq04duDd9JKWOCM","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.cha.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Diamond Soul","tint":"","transfer":true}]} -{"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n
\n

DEVASTATING CRITICAL

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

\n
\n

THEIR POWER, MY STRENGTH

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 7"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zJffmk1ndwbjk0GH","name":"Additional Maneuvers (Scholar: Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

BOLSTER

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

\n
\n

COMMANDER’S STRIKE

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

\n
\n

DISARMING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

DISTRACTING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n
\n

MANEUVERING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n
\n

PUSHING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n
\n

RIPOSTE

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

SCHOLAR’S PARRY

\n

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

\n
\n

TARGETED ATTACK

\n

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n
\n

TRIP ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zNvb5e1XZ8ItSe75","name":"Bonus Proficiencies (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vztjE89CZfhFYbOl","name":"Quick-Release Stimulant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"w2fcITzwIWxmBuLs","name":"Shocking Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w7Hb4Rru8t27O2uL","name":"Additional Maneuvers (Scholar: Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

EFFECTIVE FLANKING

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n
\n

ENCOURAGING PACE

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n
\n

NO ESCAPE

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature’s movement speed becomes 0 until the start of its next turn.

\n
\n

PRECISE MOVEMENTS

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n
\n

SNARE TRAPS

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n
\n

SUPERIOR COUNTERATTACK

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n
\n

WRESTLE AND DRAG

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w8lV2PlpwsbT2Idf","name":"Blistering Rebuke","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w9G3JY7dSOaXJIAh","name":"Backup Plans","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 13th level

\n

Your are immune to disease and poison and resistant to poison damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"N98ZOr9Yj3gJNiNJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Purity of Body","tint":"","transfer":true}]} +{"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with one type of artisan’s implements of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wJqNvAh5jroqKZWd","name":"New Item","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wgwQXhnekGSa9kt3","name":"Bonus Proficiencies (Operative: Lethality)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wm5BdvpgkfRziN7Q","name":"Bonus Proficiencies (Guardian: Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wq4b1B3UvPmIOs9G","name":"Extra Attack (Pugnacity)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 9th level

\n

When you take the Attack action on your turn, you can choose to attack twice, instead of once.

\n

Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply.

\n

You can't apply more than your total Sneak Attack dice each turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Pugnacity 9","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"ws4yTZAFTaHvuYht","name":"System Override","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 18th level

\n

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"x41qlxJPclXaeCkH","name":"Humanoid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
\n

HUMANOID COMPANION

\n

Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.

\n

Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n
\n

HUMANOID FEATURES

\n

All humanoids share the following features.

\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
  • \n
  • Type: Humanoid
  • \n
  • Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
  • \n
  • Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
  • \n
\n
\n
\n
\n

TINY HUMANOIDS

\n

Tiny humanoids are comprised of diminutive species such as anzellan or patitites.

\n

As a tiny humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d4 per humanoid level
  • \n
  • Hit Points at 1st Level: 4 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Tools: One of your choice.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
  • \n
  • Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
  • \n
  • Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
  • \n
\n
 
\n
\n
 
\n
\n

SMALL HUMANOIDS

\n

Small humanoids are comprised of shorter species such as ewoks or jawas.

\n

As a small humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d6 per humanoid level
  • \n
  • Hit Points at 1st Level: 6 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Skills: One of your choice
  • \n
  • Tools: One specialist's kit of your choice
  • \n
  • Size: Small
  • \n
  • Speed: 25 ft.
  • \n
  • Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n
\n

MEDIUM HUMANOIDS

\n

Medium humanoids are the most common seen in the galaxy.

\n

As a medium humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

\n
\n
    \n
  • Hit Dice: 1d8 per humanoid level
  • \n
  • Hit Points at 1st Level: 8 + your humanoid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your humanoid's Constitution modifier per humanoid level after 1st
  • \n
\n
\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Size: Medium
  • \n
  • Speed: 30 ft.
  • \n
  • Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
  • \n
\n
\n
\n
\n

HUMANOID TRAITS

\n

The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

\n

\n
\n
\n
\n
\n
\n
\n
\n
\n

ADAPTIVE RESILIENCE

\n

Your humanoid has advantage on Strength and Constitution saving throws against tech powers.

\n
\n
\n
\n
\n

AGGRESSIVE

\n

As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.

\n
\n
\n

ALERT

\n

Always on the lookout for danger, your humanoid gains the following benefits:

\n
    \n
  • Your humanoid gains a +5 bonus to initiative.
  • \n
  • You and your humanoid can't be surprised while your humanoid is conscious.
  • \n
\n
\n
\n

ATHLETE

\n

Your humanoid has undergone extensive physical training to gain the following benefits:

\n
    \n
  • When your humanoid is prone, standing up uses only 5 feet of its movement.
  • \n
  • Climbing doesn't halve your humanoid's speed.
  • \n
  • Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \n
\n
\n
\n

AMPHIBIOUS

\n

Your humanoid can breathe air and water.

\n
\n
\n

CANNIBALIZE

\n

If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n
\n
\n

CLOSED MIND

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.

\n
\n
\n

DARKVISION

\n

Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

\n
\n
\n

DEFENSIVE BALL

\n

Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.

\n
\n
\n

DEFIANT

\n

When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.

\n
\n
DUNGEON DELVER
\n
\n
\n

Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:

\n
    \n
  • Your humanoid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • Your humanoid has advantage on saving throws made to avoid or resist traps.
  • \n
  • Your humanoid has resistance to the damage dealt by traps.
  • \n
  • Your humanoid can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \n
\n
\n
\n

DURABLE

\n

Hardy and resilient, your humanoid gains the following benefits:

\n
    \n
  • When your humanoid rolls a Hit Die to regain hit points, the minimum number of hit points your humanoid can regain from the roll equals twice your humanoid's Constitution modifier (minimum of 2).
  • \n
  • Your humanoid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your humanoid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
  • \n
\n
\n
\n

ENTHRALLING PHEROMONES

\n

Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

\n
\n
\n

FIGHTING STYLE

\n

Your humanoid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6 of the Player's Handbook. Your humanoid can't take a Fighting Style option more than once, even if it later gets to choose again.

\n
\n
\n

FLIGHT

\n

Prerequisite 9th level
Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.

\n
\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your humanoid knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n
\n

FORCE CONTENTION

\n

Your humanoid has advantage on Strength and Constitution saving throws against force powers.

\n
\n
FORCE-SENSITIVE
\n
\n
\n
\n
\n
\n
\n

Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n

FOUR-ARMED

\n

Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n
\n

GROVEL, COWER, AND BEG

\n

Prerequisite: 5th level
As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.

\n

Once your companion has used this trait, it can't use it again until it finishes a short or long rest.

\n
\n
\n

HARDY CLEVERNESS

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.

\n
\n
\n

HEAVILY ARMORED

\n

Prerequisite: Proficiency with medium armor
Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n
\n

HIDDEN STEP

\n

As a bonus action, your humanoid can turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

\n

Once your humanoid has used this trait, it can't use it again until you finish a short or long rest.

\n
\n
\n

HIDE

\n

Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.

\n
\n
\n

KEEN HEARING

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n
\n

KEEN SIGHT

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n
\n

KEEN SMELL

\n

Your humanoid has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n
\n

LIGHTLY ARMORED

\n

Your humanoid gains proficiency in light armor. If your humanoid is already proficient in light armor, instead your humanoid's speed increases by 5 feet while light armor is integrated.

\n
\n
LINGUIST
\n
\n
\n

Your humanoid has studied languages and codes, gaining the following benefits:

\n
    \n
  • Your humanoid learns three languages of its choice.
  • \n
  • Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
  • \n
\n
\n
\n

MOBILE

\n

Your humanoid's speed increases by 10 feet.

\n
\n
\n

MODERATELY ARMORED

\n

Prerequisite: Proficiency with light armor
Your humanoid gains proficiency in medium armor. If your humanoid is already proficient in medium armor, the maximum Dexterity bonus your humanoid can add to AC increases to 3 from 2 while medium armor is integrated.

\n
\n
\n

NATURALLY STEALTHY

\n

Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.

\n
\n
\n

NIMBLE AGILITY

\n

Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.

\n
\n
\n

NIMBLE REFLEXES

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.

\n
\n
\n

NIMBLENESS

\n

Your humanoid can move through the space of any creature that is of a size larger than it.

\n
\n
\n

OBSERVANT

\n

Prerequisite: Alert
Quick to notice details of its environment, your humanoid gains the following benefits:

\n
    \n
  • If your humanoid can see a creature's mouth while it is speaking a language it understands, your humanoid can interpret what it's saying by reading its lips.
  • \n
  • Your humanoid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \n
\n
\n
\n

POWERFUL BUILD

\n

Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n
\n

PROFICIENT

\n

Your humanoid gains proficiency in one skill or tool of its choice.

\n
\n
RAPID REGENERATION
\n
\n
\n
\n
\n
\n
\n

Prerequisite: 5th level
Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.

\n
\n
\n

REGENERATIVE

\n

Prerequisite: 5th level
When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.

\n
\n
\n

SECOND HEART

\n

Prerequisite: 5th level
When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.

\n
\n
\n

STRONG-LEGGED

\n

When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.

\n
\n
\n

TECH RESISTANCE

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.

\n
\n
\n

UNARMED COMBATANT

\n

Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.

\n
\n
\n

SAVAGE ATTACKS

\n

When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n
\n
\n

SAVAGE SHORTY

\n

Prerequisite: Strength 13, size Small
Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Undersized trait.
  • \n
\n
\n
\n

TECH ADEPT

\n

Prerequisite: Tech Dabbler
Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.

\n
\n
\n
\n
\n

TECH DABBLER

\n

Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n
\n
\n

TINY TERROR

\n

Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
  • \n
  • Your humanoid gains the Undersized trait: Undersized.Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n

TOUGH

\n

Prerequisite: Durable
Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:

\n
    \n
  • Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
\n
\n
\n

TRANCE

\n

Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.

\n
\n
\n
\n
\n

WEAPON EXPERT

\n

Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.

\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Operative (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Operative, you gain the following proficiencies.

\n

Armor: Light armor

\n

Tools: One specialist's kit of your choice

\n

Skills: Choose one

","chat":"","unidentified":""},"requirements":"Dex 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.VIThwG5D7N7x7Qyp"}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","label":"Operative (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"x6ijVMC6Fm8juvnB"} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:

\n
\n

Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

DISARMING SHOT

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

\n
\n

PENETRATING SHOT

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

The damage is of the same type dealt by the original attack.

\n
\n

SUPPRESSIVE SHOT

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xMszYyTbAZkoKBY1","name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 3rd level
You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"xdWQ4OuCVA0ZPS3U","name":"Discoveries (Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

COVER ADEPT

\n

Prerequisite: 12th level
You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n
\n

DUNGEON EXPLORER

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n
\n

GALACTIC EXPLORER

\n

Prerequisite: 9th level
When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n
\n

GRAPPLING HUNTER

\n

Prerequisite: 5th level
Attack rolls that you make against creatures that you are grappling have advantage.

\n
\n

HIGH GROUND

\n

Prerequisite: 5th level
Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n
\n

NO STONE LEFT UNTURNED

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n
\n

VERSATILE EXPLORER

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xkGpjUxmL8wQYEW9","name":"Master Duelist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xq3FuL9roeEDhh6b","name":"All-Out Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

Once you use this feature, you cannot use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xsN7QCSQmiloh5oF","name":"Unerring Accuracy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xyLkSZxNcvNJ2Wxm","name":"Back Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"y6H4SiGEZcbILwzs","name":"Evasive Footwork (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} +{"_id":"y6sNfiGJFAddwfcb","name":"Mutagenic Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yDmXVFAILTKe2ET5","name":"Psychometric Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.

\n

Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent.

\n

You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":4,"max":4,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"yIkByuOCv7p9OrqG","name":"Turbulent Presence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Once per long rest, you can cast the improved battle meditation force power at its base level without expending force points. While concentrating on improved battle meditation, at the start of each of your turns, the power’s die increases by one step (from d6 to d8, d8 to d10, or d10 to d12).

\n

Additionally, once per round, when a creature rolls a bonus or penalty die from an effect you control, you can have them roll the die with advantage or disadvantage (your choice).

","chat":"","unidentified":""},"requirements":"Path of Meditation: 13","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[]} +{"_id":"yMSvK9SmLoLI29p2","name":"Spirit Blade Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, as an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yNfequtADMj8vfP8","name":"Cause Harm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Action.webp","effects":[]} +{"_id":"yQ3P80xIfnf999Hg","name":"Dance of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yRBX77FduzyjhnaX","name":"Force-Empowered Kinesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self option, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can’t be reduced or negated in any way.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yTnJWJlddkvLIiOG","name":"Quick Escape","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yYfFFOgfllndNqWr","name":"Techcasting (Berserker: Industrial)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yZcoaSioqe8qda2D","name":"Electric Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

ENVIRONMENTAL BARRIER

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

\n

PHYSICAL BARRIER

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 14th level

\n

Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 14","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Hhq04duDd9JKWOCM","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.cha.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Diamond Soul","tint":"","transfer":true}]} +{"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n
\n

DEVASTATING CRITICAL

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

\n
\n

THEIR POWER, MY STRENGTH

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zDq22sPqEizjV4Cr","name":"Berserker (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Berserker, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: All vibroweapons

","chat":"","unidentified":""},"requirements":"Str 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.SYYkn28i9MXXt0eY"}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Berserker (Multiclass) Proficiencies","tint":"","transfer":true}]} +{"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 7","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zJffmk1ndwbjk0GH","name":"Additional Maneuvers (Scholar: Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n
\n
\n

BOLSTER

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

\n
\n

COMMANDER’S STRIKE

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

\n
\n

DISARMING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

DISTRACTING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n
\n

MANEUVERING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n
\n

PUSHING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n
\n

RIPOSTE

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

SCHOLAR’S PARRY

\n

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

\n
\n

TARGETED ATTACK

\n

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n
\n

TRIP ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zNvb5e1XZ8ItSe75","name":"Bonus Proficiencies (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zRddQYFsypuRfneH","name":"Elemental Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 3rd, 11th, and 17th level

\n

You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:

\n
    \n
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • \n
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • \n
  • Cause earth, fire, water, or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute.
  • \n
\n

This range increases to 30 feet at 11th level and 60 feet at 17th level.

\n

Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.

\n
\n
\n

Air

\n

Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

\n
\n

Earth

\n

Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

\n
\n

Fire

\n

Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

\n
\n

Water

\n

Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zU1hee9wvzwxhE2m","name":"Aura of Protection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"name":"Universal Language (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"zYYxytoaE8BMNUlg"} -{"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zb4QnZTseq74tpHT","name":"Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the saber ward force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zbCDtd1DzA3bhJwV","name":"Nature's Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
  • \n
\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zdQodeYfWZauJ3Mv","name":"Totem Creation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you’ve learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under “Totems” below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect. Once you’ve invoked a totem in this way, you can’t do so again until you complete a short or long rest.

\n

TOTEM OPTIONS

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n
\n
\n

TOTEM OF THE ACKLAY

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.

\n
\n

TOTEM OF THE HAWK

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can’t do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n
\n

TOTEM OF THE LOTH-WOLF

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack’s range.

\n
\n

TOTEM OF THE RANCOR

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n
\n

TOTEM OF THE SARLACC

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n
\n

TOTEM OF THE VORNSKR

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can’t be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ze0ZnVMlv6x0IpS4","name":"Life Eternal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zvvBD6LZuu9tdrUV","name":"Phasethrow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use all three Force-Empowered Self options when you cast it as your action and hit a target. Finally, when you hit a creature within with the saber throw force power, you deal additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1) if it doesn't already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd and 9th level

\n

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} -{"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} - +{"_id":"zU1hee9wvzwxhE2m","name":"Aura of Protection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"zYYxytoaE8BMNUlg","name":"Universal Language (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zb4QnZTseq74tpHT","name":"Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the saber ward force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zbCDtd1DzA3bhJwV","name":"Nature's Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
  • \n
\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zdQodeYfWZauJ3Mv","name":"Totem Creation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you’ve learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under “Totems” below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect. Once you’ve invoked a totem in this way, you can’t do so again until you complete a short or long rest.

\n

TOTEM OPTIONS

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n
\n
\n

TOTEM OF THE ACKLAY

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.

\n
\n

TOTEM OF THE HAWK

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can’t do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n
\n

TOTEM OF THE LOTH-WOLF

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack’s range.

\n
\n

TOTEM OF THE RANCOR

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n
\n

TOTEM OF THE SARLACC

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n
\n

TOTEM OF THE VORNSKR

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can’t be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ze0ZnVMlv6x0IpS4","name":"Life Eternal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zvvBD6LZuu9tdrUV","name":"Phasethrow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use all three Force-Empowered Self options when you cast it as your action and hit a target. Finally, when you hit a creature within with the saber throw force power, you deal additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1) if it doesn't already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd and 9th level

\n

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} +{"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} diff --git a/packs/packs/deploymentfeatures.db b/packs/packs/deploymentfeatures.db new file mode 100644 index 00000000..06a579eb --- /dev/null +++ b/packs/packs/deploymentfeatures.db @@ -0,0 +1,109 @@ +{"_id":"048AtEOXxrKPAAVi","name":"Evasion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"04VuHxn1zFFcJHRa","name":"Weapon Overload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"0BYJ96ps3bjlHgxt","name":"Targeted Strike","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"0ChMqVmu5Zbm1MdK","name":"Paragon Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"17Az370jZXcMRWDn","name":"Quick Fixer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"2FXFUjMbxTFaisyv","name":"Call for Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2GMuH7TIypF8O3bB","name":"Overload Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

Once you’ve use this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"2NUqt5H4hmf2X9Gl","name":"Overwhelming Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2jb6jifQOX4qBVCg","name":"Sensor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"31BW3kMPL0x4Mdfu","name":"Shield Reinforcement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"3DjYpf6WaOjJ0XbP","name":"Explosive Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"4FymUPeOoWd7sBty","name":"Paragon Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"4ktPeAWuEbtF8UkV","name":"That's a Good Trick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5AKFz91XZsgc3AuX","name":"Target Acquired","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5PaDhVwt5qs6DQob","name":"Koiogran Turn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5xo8nrgomVc9jOSM","name":"Leader Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"6R7dm1mCOW7Y4bfC","name":"Precision Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7ETJnTSCSBz1Uxne","name":"Payload Delivery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with mines, missiles, rockets, and other explosive weapons. When you roll a 1 or 2 on a damage die for a tertiary or quaternary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7HcsxIt1o5OLfXcU","name":"Close Blast Doors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"7J5M5TWI7j6qIMG9","name":"Head's Up","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"88koeLGnTfBR2yyu","name":"Disrupted Defenses","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8LGucgZjtdXIl6b0","name":"Masterful Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"9gB0RnUmYpU58uHq","name":"Power Distribution","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"9hfNnkr1SKOCZknx","name":"Brace for Impact","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"9sKkrdkDLFTvdKiX","name":"Defense Screen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"AbRJD4oCtbLlj34R","name":"Heavy Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with railguns and turbolasers. While you are firing a secondary weapon, you gain a +2 bonus to attack rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"CSUFg11onuVBt0Rw","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"CXpsc3IX1mUE7g78","name":"Enhance Scopes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"Ct294qAfWB2ueHsL","name":"Dependable Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"DzQgoRfhN5BBRaft","name":"Dependable Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"EHbxsR3TYqgx14ox","name":"Paragon of Defense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"EOFtXi7actzLQrCl","name":"Disabling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"Ed71yER1DyL9WIS3","name":"Contingency Plan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"FcEz9wGm9RTlQKVI","name":"Steady As She Goes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"Fp2Mv7aql9gZ3tpt","name":"Coordinating Leadership","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

Collaborations

You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"GIW5yAeEha7epKqY","name":"Uncanny Dodge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"GjPn4M3GHYmpNjNz","name":"Feinting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"HPbueMMRtKK6TcG2","name":"Piloting Procedure","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

Tactics

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"HeyQ4XmQDZRbiNSD","name":"Ship Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"JY0Pb98JhGUAyGeU","name":"Attack Pattern Delta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"Ja3M4Dsep6lfYUTW","name":"Starship Charge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"JlBFNmACItJ0vFlP","name":"Crippling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"KkMIZcjcecE3trO8","name":"Dependable Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"L4rvUVp9SLw7EQSB","name":"Haywire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"LLUJ5KWK4yQCi7OG","name":"Venture","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Universal"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 of Starships of the Galaxy for a list of ventures).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"MPE9v00SrW329UWR","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

When diverting power to a system, the effects of that system are doubled:

  • Engines: A ship’s flying speed is doubled.
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • Weapons: Weapons deal double damage.

When diverting power to a system, power to the other systems is halved:

  • Engines: A ship’s flying speed is reduced by half.
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • Weapons: Ship weapon damage is reduced by half.
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"MZLYQTFwmVQlgWpv","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"MtyVkb4XFvjKsHGO","name":"Gunning Style","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NcdJUlCVRxJHiYmZ","name":"Gunning Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NuRAuSavRUTntle8","name":"Ship Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"OGpaIWWJUTx2UVmO","name":"Inspiring Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"OzcohUskPdHG9wId","name":"Battle Stations","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"PMxG5cMOa1Ke5xSZ","name":"Reactor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"PbKfAYFLeuxBpP4d","name":"Disarming Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"PlI0gpY9bSXOTdm7","name":"Expose Weakness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"RZxFrOs6LwFxQgyB","name":"Quick Regen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"RrKCi2wsalQrLNH9","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"SpWkFzgpS2crMmwo","name":"Penetrating Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"SyiaGrnvJyBupkuq","name":"Quiet Electronics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"T3NM6sGjXhqJ6mFK","name":"Systems Block","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"T4AijVDwLiIizBL0","name":"I Need More Power!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"TTg5J1WepZxAqkOS","name":"Payload Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of missiles, rockets, and other shipboard explosive weapons. While you are firing a tertiary or quaternary weapon, you can choose to reduce the DC by an amount equal to your proficiency bonus. If you do, and the target fails the saving throw, they take additional damage equal to twice your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"TneJLAOFQ2HYHTmZ","name":"Engine Tuning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"U7EWM1BOvgRDjo4k","name":"Heavy Gun Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of railguns and turbolasers. While you are firing a secondary weapon, before you make an attack, you can choose to double your proficiency bonus. If the attack hits, you reduce the damage dealt by an amount equal to your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UXrfTXCo0SUfGfkL","name":"Paragon Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UfnbGK8T1ho44lAq","name":"Incite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Incite

Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"V3fT3R6dhqeo4Yud","name":"Improved Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VFz9qzr3AxxCrCgn","name":"Operational Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

Disruptions

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

Saving Throws

Some of your Disruptions require your target to make a saving throw to resist the disruption’s effects. The saving throw DC is calculated as follows:

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"VMOayuwvc9eD754b","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VmkxPzNndRFPwvdA","name":"I'll Try Spinning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"WFOYYe3vDHoNUUI9","name":"Dependable Damage Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"YKYT8RRcFYpPByyD","name":"Rallying Cry","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aaJBvhIo9mFBaU4U","name":"Break the Lock","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"akxzwk9XmNTX9KMU","name":"Bolster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aqA8Oqnw1oj7ex1z","name":"Skim the Surface","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"b8m62D2EelLhHlZv","name":"Powerful Patch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Powerful Patch

Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"btd77ZPsBBLROfg8","name":"Gunner Techniques","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

Gambits

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"cUyB5pogFQW0K1vl","name":"Snap Roll","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"cWApupkpuwEgtUY5","name":"Paragon Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"cgXu21dmJHNe1IUY","name":"Comms Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"dSMbwvdqRmrHWvwl","name":"Angle Deflector Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"eGPYPKMmAahccHGj","name":"Distracting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"eIS5gnYe7POBq7dc","name":"Uplifting Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"hbxNu6cTyA58N6hM","name":"Bring 'Em Back Up!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"iq1avDe2RfQ7N5qR","name":"Supreme Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"izw9rhXgoBbRRjQK","name":"Pilot Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"j38Mv9jlqn3528U4","name":"Cunning Avoidance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"kIfJI9XlQjnhvrBV","name":"System Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

Techniques

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

Tech Dice

Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

Creative Thinking

If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"kQ9Pc3QNb4deJLrM","name":"Hacked Communications","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"lJI403bCY0sK5aip","name":"Sensor Blast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"mLSe2KZoyfq7gZgV","name":"Threat Assessment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • An ability score
  • Armor Class
  • Current total hull and shield points
  • Total ship tiers (if any)
  • Total deployment ranks (if any)
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nBl18Fr4ATBb43hQ","name":"System Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nbsrtzVPHmEBhUhi","name":"Supreme Save","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"ncymxu1MtAHKWAUq","name":"Remote Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"ne9IKjZ0KB6nI3ko","name":"Paragon Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"palv7BFYTist5fg9","name":"Protean Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, you can choose a second Gunning Style option.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"qXDMAo7RIIFboDx3","name":"Cannoneer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with laser cannons. While you are firing a primary weapon, you gain a +2 bonus to damage rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"rC1rUMK9ydrYST6E","name":"Intensify Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"rufV6GZiNRlxwnGJ","name":"Defense Stratagems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

Stratagems

You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"tdCvvsmTpTmDSvcm","name":"Watch Out","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"uIJwWQbv92GSHJTN","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"uJGsPzJhAieYxO9L","name":"Maximum Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"vHUmONolfVq8xCFj","name":"Last Resort","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"vkjxkQWUsfX5ekjI","name":"Efficient Reroute","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"x3hIvJ33mMBLdn9N","name":"Commanding Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ySoRjQ6Fx6npb3yW","name":"Cannon Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of laser cannons. While you are firing a primary weapon, when you take the Attack action, you can choose to fire rapidly at the expense of accuracy. Your attacks are made without the aid of your proficiency bonus, but you use your bonus action to make an additional attack, also without your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"zHih7MUFtxy6v1KD","name":"Reactor Vulnerability","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"zqN0Gdp5x3G206VZ","name":"Masterful Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ztIE2ALy6aPI9lAg","name":"Improved Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} diff --git a/packs/packs/deployments.db b/packs/packs/deployments.db new file mode 100644 index 00000000..4175e2fd --- /dev/null +++ b/packs/packs/deployments.db @@ -0,0 +1,6 @@ +{"_id":"6t3DOvGdpOMkYUtI","name":"Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

\"Watcher's Confidence, please proceed to docking bay ninety-four,\" comes over the freighter's speakers for a third time. Frantically, the chiss operator types as fast as he can, attempting to disguise his ship's transponder code and true designation. Finally, with a satisfied sigh and a single keystroke, he completes the new temporary identity to his ship.

\n

Methodically, the voss operator types away on the datapad in front of her, one eye on the console and the other on her quarry. As she sees the ship's trajectory abruptly change, she completes her commands, overloading their systems. The ship immediately slows, it's turning become sluggish, enabling the voss to overtake it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human operator immediately jumps into the co-pilot's seat and interfaces with the control panel. He engages a comm scrambler, disrupting the communications of the enemy ships, in an effort to diminish their coordination.

\n

Operators share their love of a challenge; to overcome the obstacle that few others can comprehend. While they aren't always celebrated, operators are an integral part of any ship's crew.

","description":"

The Operator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Operational Control
2ndSystem Disruption, Improved Interference
3rdDisrupted Defenses, Threat Assessment
4thMasterful Interference, Haywire
5thParagon Operator, Overload Systems
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Operational Control

\n

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

\n

Disruptions

\n

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

\n

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Saving Throws

\n

Some of your Disruptions require your target to make a saving throw to resist the disruption’s effects. The saving throw DC is calculated as follows:

\n

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

\n

Disruptions

\n

The collaborations are presented in alphabetical order.

\n

Enhance Scopes

\n

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

\n

Disarming Shot

\n

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

\n

Hacked Communications

\n

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

\n

Reactor Vulnerability

\n

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

\n

Remote Sensors

\n

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Sensor Blast

\n

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

\n

Systems Block

\n

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

\n

Targeted Strike

\n

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

System Disruption

\n

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

\n

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

\n

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Improved Interference

\n

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Disrupted Defenses

\n

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

\n

Threat Assessment

\n

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • An ability score
  • \n
  • Armor Class
  • \n
  • Current total hull and shield points
  • \n
  • Total ship tiers (if any)
  • \n
  • Total deployment ranks (if any)
  • \n
\n

Masterful Interference

\n

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

\n

Haywire

\n

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Paragon Operator

\n

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

\n

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Overload Systems

\n

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

\n

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

\n

Once you’ve use this feature, you must finish a short or long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":400000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8B0449FqtXP02WVs","name":"Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The trandoshan bounty hunter hides in his assault craft behind a nearby asteroid, patiently awaiting his prey. As it passes along its predetermined course, the trandoshan detonates the seismic charges, disintegrating the ship.

\n

As the gunship moves away from its parent vessel, the zabrak soldier begins scoping out the opposing fleet. As the two forces engage, the gunner chooses his target, engaging his railgun. After its 3-second charge time, a massive blast of energy projects towards his target, vaporizing it instantly.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human runs to her gunning station, hops into the chair, and engages the controls. As her twi'lek pilot maneuvers the ship out of danger, the gunner draws a bead on the offending snubfighter, before unleashing a quick 1-2 volley and detonating them in a fiery blaze.

\n

Whether coming from a military, criminal, or civilian background, all gunners share the same love of precise and effective destruction of their targets.

","description":"

The Gunner

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Gunner Techniques
2ndGunning Style, Improved Critical
3rdDependable Gunner, Brutal Critical
4thGunning Mastery, Protean Gunner
5thParagon Gunner, Maximum Power
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Gunner Techniques

\n

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

\n

Gambits

\n

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

\n

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Gambits

\n

The gambits are presented in alphabetical order.

\n

Crippling Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

\n

Disabling Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

\n

Distracting Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

\n

Explosive Shot

\n

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

\n

Expose Weakness

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Feinting Shot

\n

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

\n

Penetrating Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

\n

Precision Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

\n

Gunning Style

\n

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

\n

Improved Critical

\n

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

\n

Dependable Gunner

\n

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

\n

Brutal Critical

\n

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

\n

Gunning Mastery

\n

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

\n

Protean Gunner

\n

Also at 4th rank, you can choose a second Gunning Style option.

\n

Paragon Gunner

\n

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Maximum Power

\n

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"folder":"H32p1XK09eJcqL89","sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NCOjzgFbOg6DsjSF","name":"Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a cannon blast slams into the ship,
a Chiss engineer quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on their small vessel. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs over to bypass the fried motivator.

\n

Sweat dripping down her brow, the Togrutan mechanic concentrates as she types furiously, trying a new inverter subroutine to eek out just a bit more power from her ship's main reactor. As the whine from the fusion plant increases just a hair, she bites her lip and looks to the pressure gauge. It's holding. She gets on the comm and shout's to her captain, \"Punch it!\" The ship lurches forward, the engines drawing heavily on the new reserves of power. They were going to make it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. In the cockpit, the sounds of a muffled explosion can be heard. With a shrill chirp, the droid engine tech whirls into action, rolling towards the source of the explosion. As it enters the engine room, it identifies the source of the explosion, and quickly moves to repair the damage.

\n

While mechanics come from all walks of life, they all share one thing in common; they gather an immense satisfaction from keeping their ship running at peak efficiency.

","description":"

The Mechanic

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, System Boost
2ndQuick Fixer, Ship Technician
3rdDependable Tech, Reroute Power
4thRapid Repairman, Efficient Reroute
5thParagon Tech, Supreme Boost
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

System Boost

\n

Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

\n

Techniques

\n

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

\n

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

\n

Tech Dice

\n

Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

\n

Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Creative Thinking

\n

If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

\n

Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

\n

Techniques

\n

The techniques are presented in alphabetical order.

\n

Comms Boost

\n

As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

\n

Engine Tuning

\n

As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

\n

Power Distribution

\n

As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

\n

Quiet Electronics

\n

As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

\n

Reactor Boost

\n

As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

\n

Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

\n

Sensor Boost

\n

As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

\n

Shield Reinforcement

\n

As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

\n

Weapon Overload

\n

As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

\n

Quick Fixer

\n

At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Ship Mechanic

\n

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

\n

Dependable Tech

\n

Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Reroute Power

\n

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

\n

When diverting power to a system, the effects of that system are doubled:

\n
    \n
  • Engines: A ship’s flying speed is doubled.
  • \n
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • \n
  • Weapons: Weapons deal double damage.
  • \n
\n

When diverting power to a system, power to the other systems is halved:

\n
    \n
  • Engines: A ship’s flying speed is reduced by half.
  • \n
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • \n
  • Weapons: Ship weapon damage is reduced by half.
  • \n
\n

Rapid Repairman

\n

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

\n

Efficient Reroute

\n

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

\n

Paragon Tech

\n

As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Supreme Boost

\n

As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":300000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"TuvDqpPYOvnUGIoQ","name":"Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Frantically, the human pilot jukes his x-wing from side-to-side, trying desperately to shake his tail. In a last ditch effort, the pilot hauls back on the yolk, inverting his fighter, before quickly snapping off two proton torpedoes and vaporizing his opponent.

\n

The sullustan maneuvers his B-Wing into position above the Star Destroyer's shield batteries before dropping his payload. As he turns his craft to flee, he takes one last glance over his shoulder, just in time to see the bombs detonate the shield generator in a massive eruption.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The twi'lek pilot immediately takes evasive maneuvers, dodging the incoming volley, before giving her ship's line of fire on the offenders.

\n

Regardless of their choice of career, their origin, and their species, all pilots share one thing in common; the love of flight. They thrive under pressure, be it a dogfight, a bombing run, or smuggler evading the law.

","description":"

The Pilot

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Piloting Procedure
2ndI’ll Try Spinning, Uncanny Dodge
3rdDependable Pilot, Cunning Avoidance
4thThat’s a Good Trick, Evasion
5thParagon Pilot, Pilot Extraordinaire
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Piloting Procedure

\n

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

\n

Tactics

\n

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

\n

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Tactics

\n

The tactics are presented in alphabetical order.

\n

Attack Pattern Delta

\n

Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

\n

Break the Lock

\n

Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

\n

Defense Screen

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

\n

Koiogran Turn

\n

Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

\n

Skim the Surface

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

\n

Snap Roll

\n

Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

\n

Starship Charge

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Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

\n

Target Acquired

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

\n

I’ll Try Spinning

\n

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Uncanny Dodge

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Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

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Dependable Pilot

\n

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

\n

Cunning Avoidance

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Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

\n

That’s a Good Trick

\n

At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

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Evasion

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Also at 4th rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

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Paragon Pilot

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As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Pilot Extraordinaire

\n

Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"folder":"H32p1XK09eJcqL89","sort":500000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"goeBsNfPxPVrNanH","name":"Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan defense coordinator quickly orders back-up troopers to his position. He peers through his infrared goggles, filtering out the clouds of smoke, ignoring the shouts of his falling comrades as the enemy advances. He raises his own blaster, yelling with anger as the weapon tears into the opposing force. His ship would not be overtaken from within.

\n

Staggering in time with the rocking ship, the ortolan technician rushes down the hallway, hanging wires obstructing her path. As she dodges and jumps over the impediments, she finally reaches the shield generator. With a quick twist of her hydrospanner and a graceless hit with a hammer, she opens the protective cover and reengages the ship's shields. The familiar hum as they power up brings a smile to her lips.

\n

As the flagship exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. On the bridge, the sounds of a muffled explosion can be heard. With practiced ease, the human shield technician jumps to action, calmly angling deflector shields to catch the salvo. Within seconds, the impacts cease, the energy blasts coruscating off the invisible field.

\n

While damage control technicians come from all walks of life, they all share one thing; they gain immense satisfaction from keeping their ship running.

","description":"

The Technician

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Defense Stratagems
2ndQuick Regen, Ship Technician
3rdDependable Damage Control, Reroute Power
4thRapid Repairman, Last Resort
5thParagon of Defense, Supreme Save
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Defense Stratagems

\n

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

\n

Stratagems

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You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

\n

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Stratagems

\n

The stratagems are presented in alphabetical order.

\n

Angle Deflector Shields

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

\n

Brace for Impact

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Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

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Bring 'Em Back Up!

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Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

\n

Close Blast Doors

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

\n

Countermeasures

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Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

\n

I Need More Power!

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Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

\n

Intensify Shields

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Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

\n

Powerful Patch

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Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

\n

Quick Regen

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At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Ship Technician

\n

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

\n

Dependable Damage Control

\n

Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

\n

Reroute Power

\n

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

\n

Rapid Repairman

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At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

\n

Last Resort

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Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

\n

Paragon of Defense

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As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

\n

Supreme Save

\n

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

\n

Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"folder":"H32p1XK09eJcqL89","sort":600000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"hx1NvLOzuEscPrJf","name":"Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The Mon Calamari admiral surveys the battlefield, noting the positioning of his outnumbered fleet. With a quick barking of orders, he directs his officers to relay that his fleet should prepare to converge on the opposing capital ship, with the knowledge that if they can disrupt the enemy's plans, their mission is complete.

\n

The Sith Lord maneuvers his interceptor into formation with his apprentices. Communicating through encrypted channels, he directs them to move outward to flank their quarry. As they converge from the sides, the Sith launches a debilitating volley, disrupting his prey's systems and readying the ship for capture.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. As the twi'lek pilot begins evasive maneuvers, the human coordinator immediately jumps to action. He directs his crew towards their stations, while reaching out with the Force. As each of his respective crew members settles into their respective roles, he directs their actions to coincide, leading his team to victory.

\n

Without coordination, many a ship would fall to disorganization and a chaos. It is the job of the coordinator to facilitate communication and teamwork, and to keep his ship, or fleet, productive.

","description":"

The Coordinator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Coordinating Leadership
2ndInspiring Display, Uplifting Directive
3rdRallying Cry, Masterful Directive
4thCommanding Presence, Contingency Plan
5thParagon Coordinator, Leader Extraordinaire
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Coordinating Leadership

\n

Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

\n

Collaborations

\n

You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

\n

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Collaborations

\n

The collaborations are presented in alphabetical order.

\n

Battle Stations

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Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

\n

Bolster

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Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

\n

Call for Backup

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Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

\n

Head’s Up

\n

Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

\n

Incite

\n

Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

\n

Overwhelming Presence

\n

Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

\n

Steady As She Goes

\n

Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

\n

Watch Out

\n

Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Uplifting Directive

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At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

\n

While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

\n

Inspiring Display

\n

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Rallying Cry

\n

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Masterful Directive

\n

Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

\n

Commanding Presence

\n

At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

\n

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

\n

Contingency Plan

\n

Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

\n

Paragon Coordinator

\n

As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Leader Extraordinaire

\n

You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

\n

Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"folder":"H32p1XK09eJcqL89","sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} diff --git a/packs/packs/feats.db b/packs/packs/feats.db index 7627b35d..abc750fe 100644 --- a/packs/packs/feats.db +++ b/packs/packs/feats.db @@ -13,6 +13,7 @@ {"_id":"BGgoW3Cwxj28VTwz","name":"Power Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

\n

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":6500000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Power%20Adept.webp","effects":[]} {"_id":"BaXJ9OO3GUF33Plg","name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can take the Search action as a bonus action.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"BaXJ9OO3GUF33Plg","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Investigator.webp","effects":[{"_id":"LWFLUSnorYCG0US2","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Investigator.webp","label":"Investigator","tint":"","transfer":true}]} {"_id":"BjWUsjBQzq4w1Q3s","name":"Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have focused training with a specific tool. Select one type of specialist's kit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency with the chosen kit. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • You can attempt ability checks with the chosen kit without the kit present, but you have disadvantage on the check when you do so.
  • \n
  • Whenever you make an ability check with the chosen kit and you don't have disadvantage on the check, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least 1 minute on the check. You can select this feat multiple times. Each time you do so, you must choose a different specialist's kit.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4875000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Specialist.webp","effects":[]} +{"_id":"Chcah8YNGXMT1Iz8","name":"Alert","permission":{"default":0,"RUkz7eIDP4LKuNqw":3},"type":"feat","data":{"description":{"value":"

Always on the lookout for danger, you gain the following benefits:

\n
    \n
  • You gain a +5 bonus to initiative.
  • \n
  • You can't be surprised while you are conscious.
  • \n
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":1200000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.init.value","value":"5","mode":"+","targetSpecific":false,"id":1,"itemId":"K7DJqRZNotfWGZMK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Alert.webp","effects":[{"_id":"cOPS96jeTb8E0cQS","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":true}},"changes":[{"key":"flags.sw5e.initiativeAlert","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Alert.webp","label":"Alert","tint":"","transfer":true}]} {"_id":"D02rvwCBbp6mIwlH","name":"Galvanizing Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your presence on the battlefield is a source of inspiration. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • As a bonus action, you let out a rallying war cry, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your Charisma modifier (minimum of one). Once you've used this ability, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2900000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"D02rvwCBbp6mIwlH","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Galvanizing%20Presence.webp","effects":[{"_id":"oqsKJpSvNVvb4brh","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Galvanizing%20Presence.webp","label":"Galvanizing Presence","tint":"","transfer":true}]} {"_id":"E1VLUKO9e7wb4mHm","name":"Athlete","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have undergone extensive physical training to gain the following benefits:

\n
    \n
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • \n
  • When you are prone, standing up uses only 5 feet of your movement.
  • \n
  • Climbing doesn't halve your speed.
  • \n
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":1000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Athlete.webp","effects":[]} {"_id":"E89ZF9cltOGagy6F","name":"Keen Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You always know which way is north.
  • \n
  • You always know the number of hours left before the next sunrise or sunset.
  • \n
  • You can accurately recall anything you have seen or heard within the past month.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2400000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"E89ZF9cltOGagy6F","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Keen%20Mind.webp","effects":[{"_id":"5An1ZGR716UiEg8n","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Keen%20Mind.webp","label":"Keen Mind","tint":"","transfer":true}]} @@ -26,7 +27,6 @@ {"_id":"HMtPma2N0myiF2il","name":"Battle Scarred","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit point.
  • \n
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hit points but not killed outright"},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":"self"},"range":{"value":0,"long":0,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":900000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"HMtPma2N0myiF2il","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Battle%20Scarred.webp","effects":[{"_id":"0DNfH4zQ9bTTeP0W","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Battle%20Scarred.webp","label":"Battle Scarred","tint":"","transfer":true}]} {"_id":"J5eAWVCNYRZPsJzq","name":"Mariner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent an exorbitant amount of time in water. You gain the following benefits:

\n
    \n
  • Increase your Constitution by 1, to a maximum of 20.
  • \n
  • You gain a swimming speed equal to your movement speed.
  • \n
  • You have advantage on ability checks and saving throws related to swimming.
  • \n
  • You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2200000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"J5eAWVCNYRZPsJzq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Mariner.webp","effects":[{"_id":"iOIplrtcWGmtS6Gu","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.swim","value":"(@attributes.movement.walk)","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Mariner.webp","label":"Mariner","tint":"","transfer":true}]} {"_id":"JoDZj9iDHOq1K0L8","name":"Performer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master performance so that you can command any stage. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":6300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Performer.webp","effects":[{"_id":"6r9fTP1TDu68qrBF","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Performer.webp","label":"Performer","tint":"","transfer":true}]} -{"_id":"K7DJqRZNotfWGZMK","name":"Alert","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Always on the lookout for danger, you gain the following benefits:

\n
    \n
  • You gain a +5 bonus to initiative.
  • \n
  • You can't be surprised while you are conscious.
  • \n
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":1200000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.init.value","value":"5","mode":"+","targetSpecific":false,"id":1,"itemId":"K7DJqRZNotfWGZMK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Alert.webp","effects":[{"_id":"cOPS96jeTb8E0cQS","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.init.value","value":5,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Alert.webp","label":"Alert","tint":"","transfer":true}]} {"_id":"KmOP744KaU2bOsX2","name":"Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the theory and practice of technology, gaining the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Technology skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the repair droid tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4856250,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Techie.webp","effects":[{"_id":"T9QcU6d4jFC1GTve","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Techie.webp","label":"Techie","tint":"","transfer":true}]} {"_id":"LzF6ijAkhkIkiZdJ","name":"Forceful Vigor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.
  • \n
  • When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your Strength modifier. You regain all expended uses of this feature when you complete a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"LzF6ijAkhkIkiZdJ","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Forceful%20Vigor.webp","effects":[{"_id":"mdDtHcBBKSw698Qy","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Forceful%20Vigor.webp","label":"Forceful Vigor","tint":"","transfer":true}]} {"_id":"NMzjgUDUPBVVJJdP","name":"Force of Personality","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:

\n
    \n
  • Your Charisma score increases by 1, to a maximum of 20.
  • \n
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • \n
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you complete a long rest.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"NMzjgUDUPBVVJJdP","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Force%20of%20Personality.webp","effects":[{"_id":"IJoxm3NhIdtw6E6s","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Force%20of%20Personality.webp","label":"Force of Personality","tint":"","transfer":true}]} diff --git a/packs/packs/forcepowers.db b/packs/packs/forcepowers.db index 74d9a582..062b9b3a 100644 --- a/packs/packs/forcepowers.db +++ b/packs/packs/forcepowers.db @@ -8,17 +8,19 @@ {"_id":"28uF6yN4NLoc1Mf7","name":"Master Speed","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]} {"_id":"2EdyvNwmyRD9yhmn","name":"Maddening Darkness","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]} {"_id":"2MaAEt5XSnjEurWK","name":"Valor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Valor.webp","effects":[]} +{"name":"Wakefulness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Breath Control

\n

You use the Force to control your body's functions. For the duration, you gain the following benefits:

\n
    \n
  • You ignore the effects of any levels of exhaustion you have.
  • \n
  • You do not need to eat, drink, or sleep. You can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
  • \n
\n

If you still have any levels of exhaustion when this power ends, you must make a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ROvBWSja1cjiDOO0"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wakefulness.webp","effects":[],"_id":"2obXjKljRPeuoqcl"} {"_id":"3IoaQSSoAtFsoavO","name":"Master Force Barrier","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Barrier

\n

This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:

\n
    \n
  • The creature sheds dim light in a 5-foot radius.
  • \n
  • The creature has advantage on all saving throws
  • \n
  • Other creatures have disadvantage on attack rolls against them.
  • \n
  • When a dark side creature hits them with a melee attack, that creature must make a Constitution saving throw or be blinded until the power ends.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Barrier.webp","effects":[]} {"_id":"3KGdCbHATzaghiwo","name":"Force Propel","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Propel.webp","effects":[]} {"_id":"3odfJsD1RezuxzDG","name":"Mass Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Hysteria.webp","effects":[]} {"_id":"3x3DUe1hqdJ7yZst","name":"Malacia","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

A creature of your choice that you can see within range is overcome with a sense of dizziness and nausea, as you disturb its equilibrium with the Force. The creature must make a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Malacia.webp","effects":[]} +{"_id":"4FF8uJxxn5RbIarH","name":"Pull Earthward","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Propel

\n

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the power ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.k8doFrnOcUh8HsX4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Pull%20Earthward.webp","effects":[]} {"_id":"4Tmt6Bb06vqS7cCM","name":"Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Restoration.webp","effects":[]} {"_id":"4a18XmMOExlwDAYF","name":"Breath Control","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Breath%20Control.webp","effects":[]} {"_id":"4bBmcQgYLFIO9GCn","name":"True Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/True%20Sight.webp","effects":[]} {"_id":"562ItvjZZHhSmqeP","name":"Morichro","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Cloud Mind

\n

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

\n

For the power’s duration, or until you use an action to touch the target and dismiss the power, the target appears dead to all outward inspection and to powers used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the power, or becomes diseased or poisoned while under the power’s effect, the disease and poison have no effect until the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Morichro.webp","effects":[]} {"_id":"5Gxqh2j4A258jCSY","name":"Revitalize","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Revitalize.webp","effects":[]} {"_id":"5koTRABu4ER8g6Wo","name":"Horror","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]} -{"_id":"5lOXTZUiRmL7aZi9","name":"Convulsion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Convulsion.webp","effects":[]} +{"_id":"5lOXTZUiRmL7aZi9","name":"Convulsion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Convulsion.webp","effects":[]} {"_id":"5o01ADUmNyzy470b","name":"Force Disarm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Disarm.webp","effects":[]} {"_id":"5raHPlhouud0Jpr4","name":"Telekinetic Storm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Storm.webp","effects":[]} {"_id":"5tAwilkRcZsTc62q","name":"Skill Empowerment","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Skill%20Empowerment.webp","effects":[]} @@ -48,13 +50,16 @@ {"_id":"C2ROn2KK2QTLm9DW","name":"Guidance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Guidance.webp","effects":[]} {"_id":"C5UBI7f4LoNg2dPM","name":"Force Meld","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Whisper

\n

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Droids, constructs, and creatures with Intelligence scores of 2 or less aren’t affected by this power.

\n

Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend beyond a single planet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Meld.webp","effects":[]} {"_id":"CJR5SlWKoaCtY1bq","name":"Spare the Dying","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Spare%20the%20Dying.webp","effects":[]} +{"name":"Telepathic Link","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Whisper

\n

You establish a telepathic link with one willing humanoid you touch. Until the power ends, whenever you and the target can see each other, each of you can communicate with the other via telepathy.

\n

You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. The creature can respond to you telepathically as well, but it must understand at least one language in order to communicate this way.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the duration increases to Concentration, up to 1 hour, and if either you or the creature you are linked to are surprised, while both of you can see each other, the surprised creature can still act normally during the surprise round, as if it were not surprised.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ribj4iIyIwS74McS"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telepathic%20Link.webp","effects":[],"_id":"CjHXQcv4UPNIcIg0"} {"_id":"CkMXwj0l0H0rD9md","name":"Mass Malacia","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Malacia

\n

Each creature in a 30-foot cube within range must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

\n

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Malacia.webp","effects":[]} {"_id":"CkwLRMWRdXp1ZOIh","name":"Greater Saber Throw","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Improved Saber Throw

\n

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 6d8 damage of the same type as the weapon’s damage and must make a Constitution saving throw against an additional effect depending on your choice of casting ability:

\n

Wisdom. The target takes an additional 4d6 force damage and it gains four levels of slowed until the end of its next turn. On a success, the target takes half as much damage and its speed isn’t reduced.

\n

Charisma. The target takes an additional 4d6 necrotic damage and cannot regain hit points until the end of its next turn. On a success, the target takes half as much damage and its healing capability is unaffected.

\n

The weapon then immediately returns to your hand.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the force or necrotic damage increases by 1d6 for each slot above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d8",""]],"versatile":""},"formula":"4d6","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Saber%20Throw.webp","effects":[]} {"_id":"CsLjEyQtegNiXKIZ","name":"Tremor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Tremor.webp","effects":[]} {"_id":"CuAbwhIt3j2V30Ey","name":"Saber Reflect","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]} +{"name":"Tapas","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You use the Force to inure yourself to the elements. For the duration, you are considered adapted to hot and cold climates.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.Heu6br9Yn7ZOVnnA"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Tapas.webp","effects":[],"_id":"D9V8ShFjzvenV8ud"} {"_id":"DFpooO6icOfTdG5C","name":"Master Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]} {"_id":"ENNhFJKCcxrg481J","name":"Improved Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Phasestrike.webp","effects":[]} {"_id":"EXK4sg6gKXfMnLnf","name":"Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]} +{"_id":"ErvcDnwXm6ZbN5Qt","name":"Probe Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

\n

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, it takes 1d6 psychic damage as you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your forcecasting ability check; if it succeeds, the power ends.

\n

On subsequent turns after probing deeper, you can use your action to deal 1d6 psychic damage to the target automatically.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

\n

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the initial psychic damage a target takes the first time you probe deeper into its mind increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.5SkhOHw5nojNQ5cS"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Probe%20Mind.webp","effects":[]} {"_id":"F02pFj62Grlr9sdF","name":"Improved Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Restoration.webp","effects":[]} {"_id":"FCZWOVHmPXqa2ssG","name":"Seethe","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You seethe with anger, letting the dark side of the Force flow through and empower you. As part of the action to cast this power, you spend one of your Hit Dice to recover hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Seethe.webp","effects":[]} {"_id":"FLBRnexpCEIneqy2","name":"Project","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Project.webp","effects":[]} @@ -65,7 +70,7 @@ {"_id":"G8UVHP4MXW6Dudky","name":"Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Phasestrike.webp","effects":[]} {"_id":"GBJRx32gU9xU1Q6s","name":"Improved Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]} {"_id":"H51uSnFY6eyBTXRJ","name":"Stasis","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stasis.webp","effects":[]} -{"_id":"HPtgWP83jKSyFWFp","name":"Aura of Purity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]} +{"_id":"HPtgWP83jKSyFWFp","name":"Aura of Purity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]} {"_id":"Hgn1yHJsMzp5qKr5","name":"Force Reflect","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Saber Reflect

\n

In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Reflect.webp","effects":[]} {"_id":"HqxcYlFOZJZ91a98","name":"Precognition","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Danger Sense

\n

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Precognition.webp","effects":[]} {"_id":"HvyTel83im9br37p","name":"Force Leap","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Until the end of your next turn, you can use your forcecasting ability score instead of your Strength score when you jump, and always count as having made a running start before jumping.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Leap.webp","effects":[]} @@ -85,6 +90,7 @@ {"_id":"L3P0wzW7j61XpKZc","name":"Slow Descent","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow%20Descent.webp","effects":[]} {"_id":"L8CJ1QEXfKztMyCX","name":"Enfeeble","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]} {"_id":"LWQ6tKJckB4JYbbJ","name":"Battle Insight","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Insight.webp","effects":[]} +{"_id":"LXZnSclBezo2CNbg","name":"Force Current","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

When you cast this power, you raise your hand and unleash a burst of Force energy. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and, if it is Large or smaller, is also pushed back 5 feet. On a successful save, a creature takes half as much damage and isn't pushed. All Medium or smaller objects that are not worn or carried within the area of effect are also pushed 5 feet.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. For each slot 2 levels higher than 1st, you can add an additional 5 feet to the push.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.C0PPwYIwvwE7PPsQ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Current.webp","effects":[]} {"_id":"LbBZx7srgI6xgLZy","name":"Sustained Lightning","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

You lash out against a creature within range with continual jolts of Force lightning. Make a ranged force attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else. The power also ends if the target is ever outside the power’s range or if it has total cover from you.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sustained%20Lightning.webp","effects":[]} {"_id":"LdtNnD37NnOsg8oF","name":"Heroism","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heroism.webp","effects":[]} {"_id":"LhMmIUjsFrytp0wc","name":"Sever Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sever%20Force.webp","effects":[]} @@ -97,7 +103,7 @@ {"_id":"NrMpYXddHnoPKHT2","name":"Force Lightning Cone","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Cone%20Lightning.webp","effects":[]} {"_id":"Ns34rjyKzqeydYBH","name":"Sense Emotion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sense%20Emotion.webp","effects":[]} {"_id":"O5J8TTpTW7eHLDgG","name":"Sense Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sense%20Force.webp","effects":[]} -{"_id":"OGLh7pBroWR6te2k","name":"Armor of Abeloth","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Armor%20of%20Abeloth.webp","effects":[]} +{"_id":"OGLh7pBroWR6te2k","name":"Armor of Abeloth","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Armor%20of%20Abeloth.webp","effects":[]} {"_id":"OYQAqS6rjVy6o5Oa","name":"Kill","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Ruin

\n

You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Ruin Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Have over 100 HP left or Die!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kill.webp","effects":[]} {"_id":"Oxb3dpusa4SmIKQd","name":"Improved Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]} {"_id":"PUHY0RrLsi4tAnZx","name":"Force Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Sight.webp","effects":[]} @@ -119,7 +125,7 @@ {"_id":"VIi9ZD8Ha669UYRw","name":"Insanity","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]} {"_id":"Vsnr0aVZQIcRD0Ed","name":"Force Mask","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Mask.webp","effects":[]} {"_id":"WBNy29tnkclypOVZ","name":"Danger Sense","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Danger%20Sense.webp","effects":[]} -{"_id":"WG79exTllchDSK6M","name":"Animate Weapon","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Animate%20Weapon.webp","effects":[]} +{"_id":"WG79exTllchDSK6M","name":"Animate Weapon","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Animate%20Weapon.webp","effects":[]} {"_id":"WWCvfD4ldEZoR5fn","name":"Mind Trap","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trap.webp","effects":[]} {"_id":"XJSLZaP9Nix5EJHY","name":"Curse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]} {"_id":"XYHAKmU4gHSzRK3I","name":"Force Suppression","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]} @@ -154,6 +160,7 @@ {"_id":"ebWGew0oR2CG7S43","name":"Disperse Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Saber Ward

\n

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disperse%20Force.webp","effects":[]} {"_id":"ecDdTd9MW0z4h8Hb","name":"Sap Vitality","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]} {"_id":"esyvxlavJubgPNmj","name":"Force Trance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power’s duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this power again until it finishes a long rest.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Trance.webp","effects":[]} +{"name":"Kinetite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sustained Lightning

\n

A 5-foot-diameter sphere of compressed lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw, taking 2d6 kinetic damage on a failed save or half as much damage on a successful one, and the sphere stops moving this turn.

\n

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

Force Potency. When you cast this power with a force slot of 3rd level or higher, both the lightning and kinetic damage increase by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.sOyvjT8ig2Eninf3"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kinetite.webp","effects":[],"_id":"f01f9EPd9qvVy6QA"} {"_id":"f41D14g0yIBuXUka","name":"Force Immunity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]} {"_id":"faTYDaOejYHPfXdl","name":"Earthquake","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Earthquake.webp","effects":[]} {"_id":"fcs6lsi5hMfPOgRb","name":"Resistance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Resistance.webp","effects":[]} @@ -163,6 +170,7 @@ {"_id":"haGnWeBa6QhTG9Dh","name":"Fear","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]} {"_id":"i1N033vPzDom3Kpj","name":"Force Camouflage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Camouflage.webp","effects":[]} {"_id":"iWTTNyNi2mwVDlUF","name":"Force Body","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]} +{"_id":"ivp2yljuZ5JI4M7j","name":"Battlemind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Battle Precognition

\n

Through the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren't wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

\n

This AC bonus is not applied against attacks from droids, constructs, or creatures with resistance or immunity to psychic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"while you aren't wearing armor or wielding a shield"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.39ZkGYN2yCmeJWmW"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battlemind.webp","effects":[]} {"_id":"jmFTPxWQXJENvQtQ","name":"Mass Coerce Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Coerce%20Mind.webp","effects":[]} {"_id":"kLwHklnrWPw9jKm6","name":"Drain Vitality","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]} {"_id":"kNiT2BD3eIgE1zys","name":"Force Push/Pull","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]} @@ -180,7 +188,9 @@ {"_id":"qIelaqr9e9Cn0W8O","name":"Calm Emotions","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Calm%20Emotions.webp","effects":[]} {"_id":"qYnIKhpoJpSflVZh","name":"Telekinetic Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Burst.webp","effects":[]} {"_id":"qkBzg8ZIJpglVMvi","name":"Beacon of Hope","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]} +{"name":"Defensive Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you ward yourself from it through the Force.

\n

If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 psychic damage, and you can roll 1d4 and add the number rolled to your saving throw. The power then ends.

\n

The power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target, and the psychic damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":"you must make a melee weapon attack against one creature within your reach, otherwise the power fails"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ielR5DiQGGDRsJB5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Defensive%20Technique.webp","effects":[],"_id":"qv4hHFZKUwg7Ail2"} {"_id":"qykEFT52bywaQrNO","name":"Force Technique","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Technique.webp","effects":[]} +{"_id":"rxvZoFgkC411tibT","name":"Break","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You inflict 10 force damage to an object you can see within range that is not being worn or carried, generating an explosion of sound that can be heard up to 100 feet away. Even if the object is not destroyed, small shards of shrapnel fly at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 kinetic damage.

\n

This power's kinetic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the power's force damage also increases by 10 at each of these levels.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.sVK2BXvC9pEX8By5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Break.webp","effects":[]} {"_id":"sFLwKTBxnM6YfboP","name":"Wrack","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wrack.webp","effects":[]} {"_id":"sTszdhW4ezpqddJ8","name":"Wound","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wound.webp","effects":[]} {"_id":"sXl6Pkz2dGsDUuOc","name":"Improved Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]} diff --git a/packs/packs/monsters.db b/packs/packs/monsters.db index b7fe0f2d..12bbcc2d 100644 --- a/packs/packs/monsters.db +++ b/packs/packs/monsters.db @@ -1,444 +1,444 @@ -{"_id":"03uWVLUhbhZxcVRO","name":"Nerf","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d10+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":11,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Why, you stuck-up, half-witted, scruffy-looking nerf-herder!\"

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

DesignationNon-sentient
Hair colorBrown
Eye ColorBlack
Distinctions
  • Strong body odor
  • Coarse, curly fur
  • Four curving horns
  • Long pink tongue
Homeworld

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

Nerfs were a species of antlered, herbivorous mammal found all across the galaxy.

Biology

Nerfs were large quadrupeds characterized by their four, curved horns and shaggy coats of fur. The common nerf stood about 1.3 meters at the shoulder. Their mass of hair tangled easily, creating a perfect web for insects and foreign objects to cling to. Thus, they carried around a pungent odor. Nerfs often chewed their cud, creating excessive spittle that further added to their disgusting image. The spit was sticky, black in color, and near-impossible to remove from clothing. Their saliva also had acidic qualities, and could cause burns if it landed on exposed skin.

Male nerfs were generally larger and more aggressive than their female counterparts, with more pronounced horns. They were known to trample the young and batter the females. Because of this, males were kept separated from the rest of the herd.

In the wild, nerfs were common prey for predators such as manka cats and taoparis. They were often hunted by sentient beings such as the Gungans. Nerfs had unusually keen night-vision, helping them to spot nocturnal predators with ease.

Domestication

Nerfs originated on Alderaan and were raised on farms and in animal nurseries on planets such as Alderaan and Kashyyyk. Because of the nerfs' importance in the galaxy, they were exported from Alderaan and bred to exist on other worlds, specifically in the Core and Inner Rim, thus the nerfs did not go extinct when Alderaan was destroyed in 0 BBY. Nerfs were not commonly found beyond the Mid Rim, since most ranchers chose to breed and raise the less-troublesome bantha. Some planets developed efficient nerf production and monitoring programs, such as the Fennesa Nerf Herding Council.

Herders of the beasts—nerf herders—were well known for being as scruffy-looking and surly as their livestock. They would take the females and young out in the field to graze for weeks at a time, while the males ate harvested grasses back on the ranch. Although nerf herders were looked upon as lesser beings, their role in society was vital. Nerf-hide and fur was treated with chemicals and carded into sheets of wool for use in clothing, foot-wear, and furniture.

Nerf meat was among the most profitable in the galaxy, and nerf steak restaurants were commonly found in the Core Worlds. The nerf meat industry was a very important sector of the economy of planets such as Olanet. Some companies were dedicated to processing nerf meat, such as Haugg Nerf Industries, Grand Horn Ranch Corporation, and Davengatt's Double-Zed Nerf Ranch. Nerf meat was prepared and served in a variety of ways.

Subspecies

Because of the nerf's ability to easily adapt to harsh environments, several defined sub-species existed. Alderaan itself was home to two sub-species of nerf; the common plains nerf, and the leaner forest nerf. A number of nerf breeds were also found on the Tunroth Triumvirate worlds.

  • The Grizmallt nerf was exceedingly rare and could only be found on the planet Grizmallt. They bore a strong resemblance to eopies with antlers. In fact, their lean appearance and clawed distal digits led some xenobiologists to question whether or not the creature was in fact a true nerf.
  • The Mountain nerf evolved on Fennesa after being brought there by a group of colonists. The colonists allowed the nerfs to wander freely through the mountains, and they soon began hunkering down in caves. This made it difficult to capture them for shearing. Their spit was more acidic than the common nerf, and could cause burns on the skin if not promptly washed off.
  • The Wildernerf was, like its name suggests, a wild species of nerf native to a number of planets, including Noquivzor.
  • The Larkin nerf was a little-known subspecies native to Pii III.
  • The wooly-nerf.
","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","token":{"flags":{},"name":"Nerf","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"03uWVLUhbhZxcVRO","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTkxM2ZiYjc3ZjZi","name":"Charge","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","effects":[]},{"_id":"Y2VlMDhkZTA1N2Q2","name":"Gore","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

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Ranged Weapon Attack +2, Range 15/30 ft., One target. Hit : 2 (1d4) acid damage

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Average height2,24 meters
Average length4,04 meters
Average mass1.100 kilograms
Skin color

Red and grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Huge or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.


During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.


Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

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The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 23 (3d10+7) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing.\"

- Kreia

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid","environment":"","cr":20,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","poisoned"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","token":{"flags":{},"name":"Sith Anathema","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"0Z0aAtWZup5906A2","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Yzk0MWJlMThiOWRi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points.

The Sith Anathema knows the following

force powers:

At-will: affect mind, denounce, force push/pull, saber reflect,

shock

1st-level: force body, force jump, phasestrike, wound

2nd-level: darkness, drain vitality, force throw, phasewalk

3rd-level: choke, force lightning, force suppression, sever

force

4th-level: drain life, force immunity, shocking shield

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MTRiNjYzOWI3NTQ2","name":"Pinpoint Power","type":"feat","data":{"description":{"value":"

When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"ZGEyNjA0Yjc5NDAz","name":"Refocused Power","type":"feat","data":{"description":{"value":"

When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"Zjg1NmFmZjk4NDUw","name":"Regeneration","type":"feat","data":{"description":{"value":"

The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"OWI5NzU0YjNmMWFl","name":"Retaliation Strike","type":"feat","data":{"description":{"value":"

Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MmUzNWNiNWZlYjI3","name":"Upheld by the Force (2/day)","type":"feat","data":{"description":{"value":"

As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NTZhNDI0ZGFhN2My","name":"Force Shield","type":"feat","data":{"description":{"value":"

In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NzdiZDgyODg2MDdh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YzU0ZTVkYWMzNzlj","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NmY1ZTlmMjA1YTk5","name":"Necrotic Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 21 (6d6) necrotic damage.

The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NzY0MjY3ODdkMWM4","name":"The Force Unleashed (Recharge 6)","type":"feat","data":{"description":{"value":"

.

As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MWZmYWNmNGNkMTg5","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"ODE0MjViOTg2ZDcz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MDBkNWNmODc0NTA3","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"47CbCaqkIQwE1xr3","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"ooL1uODj8krykKdm","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"owzCpPCevdidL30G","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"lejt15Q19AztXgJF","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9xJk6XOKRRW1R7IX","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Abov5rX4ICZbMK0N","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5UwmlXVCnducyfaj","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"rgpa8aqatOnzDjJh","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"0Ghtpj9AtmkGhN5M","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"ymX5UXxAnacTqSa4","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jv5PrcNGT9c32tby","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"OrqcWdmKpHWLDSUc","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"XtUNU6QAN9HHeN0V","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"NjTKjoWZewnLra6c","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"Yk1a9HawUa3OXVzK","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"W4QSD6Lfmp1sdrEo","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UGzEuDmaS8TV26vS","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Om4wRhalGehG3Vmd","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"IyeDFvZc22yAi9PV","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GcARmojCqSlIuikv","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dq8kRuAwZJtAmEaw","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zf1ubXDM6RwjXAku","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"pbLDdmx87iTeIy6A","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"1deCvmIqrRQR4rb8","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"Ao883cvtHxaOpCAS","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"W6TT8JN4c3zNNONx","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]}],"effects":[]} -{"_id":"0iBgNnq747avDKJa","name":"Mandalorian Commando","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"weave armor, light shield generator"},"hp":{"value":72,"min":0,"max":72,"temp":0,"tempmax":0,"formula":"11d8+22"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":72,"min":0,"max":72},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":15,"prof":1,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","token":{"flags":{},"name":"Mandalorian Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"0iBgNnq747avDKJa","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWVkMzE1YzQzODg4","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"YzMwNmZiMTQ0ODIx","name":"Brave","type":"feat","data":{"description":{"value":"

The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"MGFkMWQzOTE5ZmMy","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"ZDE5Nzg3MjY2MDVm","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"NzFmZWM0NGM1NjUy","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The commando deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"ZDUxMWQ1MDUxMzM5","name":"Moderately Armored","type":"feat","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"M2ZkNmNhNDQ0MjBl","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"ZThmZDdlNzhhMjY2","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDY4ZTZhODU5Zjll","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"NmQyM2U0NTk5YjM1","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"NWNiZWFlMGU1MTlk","name":"Fragmentation Grenade (3/Day)","type":"feat","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"ZTdmNTEzOTdmNjYx","name":"Jetpack Rocket (1/Day)","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Watch out kid, this thing handles like a drunken bantha.\" 

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One prone target. Hit : 29 (4d10+7) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various\ngalactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was\njust the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its\ninformation networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to\nBlack Sun rivaled those belonging to a large planetary army, including foot soldiers.\n

\n\t\t\t\t\t

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own\nterritory and sector. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Falleen)","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Falleen"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":2,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":2,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","token":{"flags":{},"name":"Black Sun Vigo","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1Rhnk6KhKxEbHUa6","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Yzg1ODFlNjRiZmYz","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The vigo deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

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On each of the vigo turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The vigo makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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.

The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist the vigo by any means within its power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

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\"These weapons of war would be awe-inspiring, if they were not so terrifying.\"

- Supreme Chancellor Palpatine, after the AT-TE's official unveiling

Manufacturer
  • Kuat Drive Yards
  • Rothana Heavy Engineering
ClassCombat walker
Width5,32
Length13,2 meters
Height5,02 meters
Cargo capacity10 tons

The All Terrain Tactical Enforcer (AT-TE), sometimes called a tank by clone troopers, was an all terrain assault walker developed for the Grand Army of the Republic (GAR) during the Clone Wars. The walker was used for numerous tasks including, but not limited to, transporting platoons of clone troopers on the battlefield and attacking enemy installations. The AT-TE's rear compartment contained computer hologram communication devices and space for troopers to stand during transportation. On the back end of the machine was a large door that allowed for quick deployment of troopers in a battle. Some versions of the walker were able to scale vertical cliffs, as evidenced in the Battle of Teth. The typical arsenal of an AT-TE included a top-mounted mass-driver cannon, along with six other laser cannons placed strategically around the outside of the vehicle.

AT-TEs were first used in action during the First Battle of Geonosis in 22 BBY during the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Due to the vehicle's success in the battle, Rothana designed numerous other walkers for use by the GAR. The walker served in countless battles across the galaxy and eventually became part of the Imperial Army after the transformation of the Republic into the Galactic Empire. The AT-TE was a precursor to the Empire's All Terrain Armored Transport.

Characteristics

\"Trampling target.\"

- An AT-TE driver

The AT-TE was a multi-purpose assault vehicle capable of tasks ranging from the transportation of clone trooper platoons around a battlefield to full-scale attacks upon enemy installations. The vehicle performed most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs were often deployed in large numbers to overwhelm the enemy through sheer volume of firepower.

The rear internal compartment was cramped and contained a number of computer consoles which included a holographic communication system allowing for representations of commanders to be projected inside the vehicle. On the standard model, troopers were located in the forward and rear compartments with large doors present in the back which opened, allowing soldiers to exit the vehicle. A top door allowed a soldier to observe the battlefield from the top of the walker.

An AT-TE was impervious to ion damage due to built-in electromagnetic shielding. Its average speed was 60 kph (37.2 mph). This plodding pace allowed it to penetrate energy shields, a feat that was impossible for repulsorlift craft. Effective in numerous terrains and environments, some models of the walker were even capable of scaling vertical cliffs, similar to the later UT-AT transport. During the Battle of Bothawui, it was demonstrated that the AT-TE was even useful in space combat, when a contingent of the walkers were deployed onto asteroids to ambush a Separatist fleet. AT-TEs contained enough fuel to stride at full speed for over 500 kilometers and possessed enough scrubbed air and military rations to last its crew for three weeks out in the harsh conditions of the battlefield.

Seven specially-trained crew members were needed in order for the vehicle to function properly. The pilot, who was normally the AT-TE commander, worked the six legs of the walker, while a spotter who sat above the pilot utilized several sensor stations to ascertain the locations of hostile units and primary objectives. The spotter then had to relay this information to the four gunners nestled at gun stations within the heavily-armored hull of the walker. A final crew member had to sit behind the controls of the heavy cannon atop the AT-TE, partially exposed to enemy fire. Ten clone trooper passengers could be held in each section of the walker (20 total). In addition, an IM-6 battlefield medical droid was located in the back of the AT-TE for emergency medical treatment.

The largest weapon was the enormous mass-driver cannon. This cannon could be loaded with an array of heavy energy weapons and solid shells, depending on the specifications of the mission. The payloads of the gun could range from burrowing bunker busters to heat-seeking projectiles to sonic charges. Whilst its range was considerable, it had a comparatively slow rate of fire and variable accuracy.

Six smaller laser cannons were strategically placed along the vehicle. Four were located in a square pattern around the cockpit, while two more were placed in the rear to cover the flanks and help secure drop off points for the platoons contained within the walker. These troopers were essential to the survival of the AT-TE when the walker came under fire from enemy infantry units that were too small to be accurately targeted by the main cannons.

Regardless of its heavy armor, the AT-TE was not invulnerable. Due to weak points in the underbelly of the vehicle, a single direct hit by a rocket from a Hailfire droid was capable of disabling an AT-TE, and they were also highly vulnerable to air attacks. Its high silhouette made it easier to target by enemies. One of the more obvious design flaws was that it was low to the ground, so the turret gunner's protection of the vulnerable underside was limited. The low ground clearance of this vehicle also made it susceptible to mines exploding beneath it. This flaw was eliminated in the later AT-AT walker. AT-TEs could be constructed at mech factories.

Special sockets for the AT-TE were created on-board Acclamator-class assault ships. While any Republic spacecraft could transport these walkers through space, a variant of the LAAT/i gunship, the LAAT/c, had to be used to ferry these vehicles down to battlefields.

Variant models

A variant model of AT-TE was modified to carry additional vehicles. The rear-ward section of the walker could house two AT-RT walkers in storage configuration, along with their riders. These were then lowered onto the battlefield via a lowering platform, their legs unfolding after the disembarking and the AT-RTs could be deployed into battle in seconds.

Another AT-TE variant held facilities for a small mobile command center. This variant served a similar purpose to the later tracked PX-4 Mobile Command Base, commanding and coordinating the movements of columns of other AT-TEs. Additional models were produced throughout the Clone Wars as Rothana continued modifying their design. Stock AT-TEs were even capable of being upgraded to Heavy All Terrain Tactical Enforcers.

During the time of the Galactic Empire, some AT-TEs had parts of their rear side-armor removed, enabling embarked troops to shoot at enemies on the sides. This added to the vehicle's lateral defenses, but also increased their vulnerability to grenades and other short-range weaponry. Some Imperialized walkers had most of their top armor and offensive armament removed (such as the projectile cannon) so that they could be used to transport large amounts of cargo.

History

Republic use

The AT-TE design was inspired by the arctic horny whelmer of Rothana. The AT-TE was first built as a patrol vehicle for mining companies operating on distant worlds who were in need of a vehicle that could help maintain order. When war loomed and Rothana Heavy Engineering gained military contracts, they revised the design and modified it for combat duty. The Supreme Chancellor Palpatine, when the design had been officially unveiled, admitted to the KDY executives that the walker's design invoked terror.

In the years following the walker's success at the first Battle of Geonosis and other conflicts in the Clone Wars, Rothana created the AT-HE and AT-AT walkers to supplement the earlier design. They also began tweaking the AT-TE design itself, replacing standard legs with longer ones on some of the walkers, presumably to increase their gunners' line-of-sight and to more easily avoid obstacles. Similar walker designs included the UT-AT and the AT-OT.

During the Clone Wars, the AT-TE was used heavily in many campaigns, especially in the Outer Rim Sieges. In some campaigns, they were used in conjunction with AT-OTs and AT-APs. Clone troopers and Jedi generals would often refer to the AT-TEs as \"tanks\" when discussing deployment and strategic use.

A division of AT-TEs were deployed in the Republics defense of Christophsis. After the traitorous Slick destroyed some of the walkers in the Republics staging area, the division was left 3 Walkers down for the Republic's first engagement against the Separatist forces. They managed to fight of the first wave, but many walkers were destroyed and only a couple remained for the second wave. The Republic forces eventually won the battle, and fresh AT-TEs were deployed to the planet to support the regiments protecting the planet from future assaults.

Many AT-TEs were deployed for the Liberation of Ryloth campaign. As General Windu attempted a push to the capital city of Lessu, the walkers came under fire from enemy AATs. 3 walkers were destroyed, but Windu managed to save one of the drivers. The AATs were destroyed by the newly deployed Lightning Squad. As the General pushed into the city, the walkers provided fire support from the nearby ridge over-looking the city. After the Liberation, the remaining walkers took part in a special victory parade.

A number of Heavy All Terrain Tactical Enforcers unsuccessfully defended the energy refineries on Sarapin.

Whilst attempting to rescue the Guardian of the Kyber Crystal, Bolla Ropal, from Cad Bane in the Saleucami system, Admiral Yularen informed General Skywalker they were not prepared for boarding another ship because they had no boarding craft. Skywalker soon came up with a plan to use AT-TEs as landing craft to board the Bounty Hunter's ship utilizing their Zero-G capabilities. They were dropped from the lower hanger of General Skywalker's flag ship and used their magnetic feet to clasp to the enemy ship.

AT-TEs were used heavily during the second Geonosian Campaign. After facing greater anti-aircraft fire than first anticipated, Commander Jet told Cody to \"Get the Tanks Down!\". The LAAT/c's dropped the walkers in a circle formation, with LAAT/i's filling the gaps. This defensive circle made their position easier to defend. The Walkers fought off wave after wave of AATs and Geonosians until reinforcements arrived. AT-TE 636 provided cover fire for Waxer and Boil as they rescued General Obi-Wan Kenobi from his downed Gunship. Later in the battle, the AT-TEs were used to destroy the ray shield generator protecting Poggle the Lesser's new weapons factory. After this, the walkers were confronted by the new Separatist Super tanks, and proved no match for this new threat.

During the First Battle of Felucia, two AT-TE's were used to fight alongside a Juggernaut that was the command vehicle of Jedi Commander Ahsoka Tano. The vehicles were lost to enemy fire, though General Skywalker managed to rescue his Padawan and most of her men.[28] Later, the droids mounted a second assault on Felucia. AT-TEs provide fire support from afar for the Republic forces assaulting the Droid Camp.

After the end of the Clone Wars, the newly self-declared Emperor Palpatine favored and authorized the use of newer — and more destructive — war vehicles.

Imperial use

During the Galactic Civil War, surviving AT-TEs were still used by the Empire, mainly in campaigns in the Outer Rim Territories. The walkers no longer held a primary status in military campaigns, but were sometimes used for additional fire-support alongside larger assault vehicles, including AT-AT walkers and Juggernaut tanks.

Some were deployed onto backwater worlds like Maridun and Jabiim, where they were used only for logistical purposes and not as front-line combat vehicles. Many of those walkers were adapted to fit new mission roles and planetary environments. The walkers were still used for front-line combat on more remote, less technologically advanced worlds like those in the Atoan system.

In addition to active service in the Empire, some AT-TEs also found their way into the storehouses of the Restored Empire.

Other uses

Aside from the Empire, the AT-TE had found itself in the usage of some criminal gangs. One particular instance was a Weequay gang at the Sriluur spaceport who had somehow managed to get a hold of one, and proceeded to use it to extort payments from visiting spacers. This particular model ended up significantly damaged by Han Solo and his first mate Chewbacca, who proceeded to blow off its back legs via a concussion missile. Solo later recounted this event when reviewing the field manual for the Imperial Military, the Imperial Handbook: A Commander's Guide.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-TE is Immune to Ion damage.

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The outer layer of the AT-TE is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the AT-TE takes no damage from that attack. If the AT-TE takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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Creatures of Medium size or smaller can stand in the AT-TE's space.

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The AT-TE can transport a maximum of 20 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

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The AT-TE's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-TE makes four attacks: one with its laser cannon volley and three with its medium repeaters.

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The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage.

The AT-TE makes a single attack with its medium repeaters.

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The AT-TE mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.

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DesignationNon-sentient
Homeworld
Naboo
Habitat
Swamp

Zalaacas were swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little was known about their habits. They seemed to dwell primarily in woody uplands, yet were strong swimmers. Narglatch would not attack adult-sized zalaacas.

Zalaacas had excellent nocturnal eyesight. They also had grinding molars and slicing tusks to help rip apart prey. Male zalaacas were colored blue and yellow while the females were just blue. Zalaacas also had sharp claws, fetlock spikes, and a finned tail for swimming.

A Gungan rite of passage was to capture a foal with the intent of training it as a cavalry mount - extremely dangerous, and not often successful. As zalaacas were the natural enemy of the kaadu, this was a test of courage for both mount and rider.

A fully trained Zalaaca, while rare, made a vicious but loyal war mount, protecting its rider with its strength and savagely attacking the enemy. Riding a zalaaca standing up was the ultimate test of ridership.

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As a bonus action, the zalaaca can move up to its speed toward a hostile creature that it can see.

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The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

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The zalaaca can make two bite attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Balanced","species":"","type":"force entity","environment":"","cr":25,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weapons"},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Enhanced Weapons."},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":8,"passive":22,"prof":4,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"nat":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":20,"prof":4,"total":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","token":{"flags":{},"name":"The Father, Avatar of Balance","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1eAImjOze5aYFmEM","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZGQ1NmJhODFmNjUw","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While in his humanoid form, the Father adds his Charisma modifier to his AC.

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The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

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Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

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The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

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The Father's force powers are considered enhanced.

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If The Father fails a saving throw, he can choose to succeed instead.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"NGQyODhmYmNlNjU3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2M1ODc5MmZhYzQw","name":"Force Grip","type":"feat","data":{"description":{"value":"

.

If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"YTM2MTg4Y2I4ZWFj","name":"Force Slam","type":"feat","data":{"description":{"value":"

.

The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"MmNjNzU3ZTNhYmI0","name":"Will","type":"feat","data":{"description":{"value":"

.

The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"OWUxYmY1MmM4MTMx","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The father can cast one of his At Will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"NWI5MTc0MzRkMWEy","name":"Controling Will","type":"feat","data":{"description":{"value":"

.

The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"OGI2YWMwM2VmODI5","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The father teleports up to 60 feet into an unoccupied space he can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"3xVCMinRFrQekNPj","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0N8mpfqDeh4svaVG","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"LHnAuY0nWuDm9uP0","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hos63z1tS1Ptqod3","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"tKD9pqxUd1ytYNKE","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JvD4uPOqIKEDDjPo","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KZOOd5cTxzBgyzGN","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9S7QgImIgpOr5wMk","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Vudp3w4p07yI2NEd","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"e2i9YFwQZstWLBb3","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","token":{"flags":{},"name":"Mandalorian Captain","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1hFSSpeDLQSKfnpn","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjExMGU2MjQ3M2My","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the captain can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"OTQzYzkyNDM3ODlk","name":"Brave","type":"feat","data":{"description":{"value":"

The captain has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"NjFjZDY3MDYwYzY3","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"ZjFlYzY0OWI0ZDEz","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"NmIxNzM4OWViZWY1","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"ZjAxNDNhZWIwMDhk","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The captain deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"ZGNmZGY0YmY1YmUy","name":"Moderately Armored","type":"feat","data":{"description":{"value":"

While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"MmIxZTc0MzE5N2U5","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"M2U3MDBmY2I1ZWY1","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"YzI3YTQ4ZWU2OTZm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"YWM4ZmUwZjcyYzRl","name":"Jetpack Rocket (1/Day)","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"ODZjNzg2MjQ5MDBi","name":"Wrist Flamer (3/Day)","type":"feat","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"NDk5OGQ0MjMyN2Zh","name":"Wrist Missile (3/Day)","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 120 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"YzM4YTA0YjIzNTM5","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"MmRhOTNlMWVlMTA5","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Fire Breather is a huge leviathan with tough hide\nand natural chemicals that are manipulated by the\nYuuzhan Vong for use as a heavy support organism.\n

\n\t\t\t\t\t

These deadly war beasts have exible proboscises\nthat spew streams of gelatinous ame, pores that\nexhale anti-laser aerosols, and hides thick enough to\nwithstand all but a blast from a turbolaser.\n

\n\t\t\t\t\t

The liquid ame is created through a unique\nchemical reaction caused by the mixture of methane,\nhydrogen sulde, and a mysterious substance deep\nwithin the guts of the Fire Breather. The beasts are\noften deployed for clearing out entrenched enemy\npositions. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Neutral","species":"","type":"beast","environment":"","cr":10,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["fire"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":0,"passive":18,"prof":8,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","token":{"flags":{},"name":"Fire Breather","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1jDH0p4SOWhy2Oyx","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWNjMDkxODhhOThk","name":"Anti Laser Aerosol","type":"feat","data":{"description":{"value":"

Ranged Weapon Attacks that would deal energy damage have disadvantage against the Fire Breather.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","effects":[]},{"_id":"ZWRkMzNkZjk3M2Yz","name":"Parry","type":"feat","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","effects":[]},{"_id":"Zjg0OWIzODNkYzkw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"M2NhMjA4NWViOWFj","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 7 (2d6) fire damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) \u0000re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"],["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","effects":[]},{"_id":"OGEwYzIxNWRiNDdk","name":"Flame Sweep","type":"feat","data":{"description":{"value":"

.

Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 \u0000re damage on a failed save, or half as much damage on a successful one. The \u0000re ignites any \u0000flammable objects in the area that aren’t being worn or carried

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","effects":[]},{"_id":"YjhkYjQwMmUwMTMy","name":"Fire Breath (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Fire Breather exhales \u0000re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) \u0000re damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","effects":[]}],"effects":[]} -{"_id":"1mkEgFj9HVwindh9","name":"Jawa Scrapper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d6+3"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) ion damage

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The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.


Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.


History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.


A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.


Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.


The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

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As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

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The Kell Dragon can breathe air and water.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Kell Dragon makes three attacks: one with its bite, and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage.

The target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The dark lord has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"ZmFiYWY0OTdlNzk2","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"M2ZkMDQ4MDZmMzNi","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"NzVmNTYwMTQzZDli","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"YTkyNTNjYzhjZDhh","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The sith betrayer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"NGQ4NzM3YmEwMDcw","name":"Saber Storm","type":"feat","data":{"description":{"value":"

.

The sith betrayer makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"Nzc4ODljMDdjZDNi","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"ZDI3YTk1ZDRkNGFh","name":"Destroy the Force (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"LbDY0CV5JNdw5ntk","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"drlRrhmIDsoFSSuA","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"I4Z5tccgpJ05mRHn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"u5SvkrAl3usxyEJ6","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"WElMY9KfUHhJ5lZH","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"d76fbiBpA0OcI3nl","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"To6k0VudjS8WXcDD","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"GwgyiSvFQu7rFUAG","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"enxovFSSmIjQYDic","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"AJ5XPU99ajOhSMmO","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"BOrWo02kY6aT05WS","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"8fJo7xmwvCRyGFQY","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"4ggSh7S8PAHLors5","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sBI1zCIk6IEIjaWp","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"qWjh2CA2liNADIFc","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"aTi8SYHr5TKCFz50","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Tg4QU0nNpuNKy7OQ","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"4Vm6wnKY4hwFOO0T","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"d3nR1M8PEjJeA01r","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"usFXY59zGxKRVJbJ","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"DghUeAIts68WmvkC","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8fyDKGchTHrZPvar","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3bQC6r66fcMLHgUy","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"4CXPFroXif0lXJCO","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"zu3VtwnVbKZqe6L2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"Tl2YFmwODHyNPMjV","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"xIKzCfL6cvUbbw6O","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]}],"effects":[]} -{"_id":"2JHY8DiDgkhFTIDy","name":"Mandalorian Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"weave armor"},"hp":{"value":33,"min":0,"max":33,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":33,"min":0,"max":33},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","token":{"flags":{},"name":"Mandalorian Initiate","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"2JHY8DiDgkhFTIDy","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjVmNGEwNWU0NWZh","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"NDE5NjU5ZjQ0ZDAz","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"NzAyZWVmY2I1M2M4","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The initiate deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"NGQyZjU2ODcxMjhm","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"YzAxOTM5ZjU4MTUx","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"ODUxNTA5ZTNhMjNk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The initiate soldier makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YWE3ZjRhZWI5ZjQ0","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"OGY2NTExZGNjMGE1","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"MjIyOGUzOWFlY2Qw","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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The leviathan uses Lightning Storm.

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\"You've fought against it, you know its weaknesses, and more importantly, you know what a killer it can be. Men, meet the newest addition to the Stormtrooper Corps.\"

- Stormtrooper commander TK-342 prior to the Battle of Ghorman

ManufacturerBaktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Width3,05 meters
Height
1,98 meters (without antenna)
Mass337 kg
GenderMasculine programming

The DSD1 dwarf spider droid, also known as the burrowing spider droid because it was first used to destroy opposition in narrow mine shafts, was a battle droid manufactured by the Commerce Guild to support the cause of the Separatists.

Characteristics

The DSD1 was similar in function to a typical combat vehicle. It was also used to punish customers who had declined to pay their taxes to the Commerce Guild.

Its main weapon was a long central blaster cannon mounted on its dome that was capable of firing either rapid anti-personnel rounds, or slower high-intensity blasts that could destroy light vehicles. The droid's small frame and four all-terrain legs made it suitable for warfare in dangerous mines, and the adjustable legs let it attain better elevation for the blaster cannon. Its legs were able to walk straight up and down walls and narrow cliffsides. However, because of the fixed laser cannon, it could not turn around to track enemies, thus making it inferior to speedy targets. Also, the length of this cannon sometimes hindered it in confined areas, a weakness that Anakin Skywalker exploited on Escarte.

The droid communicated in a beeping language similar to Binary. It seemed to have basic emotions, such as frustration, as demonstrated on Escarte and Teth. They didn't do anything they predicted would harm them.

History

During the Clone Wars, dwarf spider droids were used on the front lines, in front of platoons of battle droids and other Separatist droids. They were notably used during the Battle of Teth, using their laser cannons to hit the feet of the AT-TE walkers, causing the walkers to fall down the cliff. During the Second Battle of Felucia, there was a large group of them inside the Separatist base, presumably as a nasty surprise to the Republic troops that got in. The dwarf spider droid also worked in conjunction with the larger OG-9 homing spider droid and could operate as an armored scout exploring the battlefields. Infrared photoreceptors and powerful scanners enabled the droid to survey the terrain and relay target data back to the Homing spider droid.

When it identified a target, it sent a tracking message through a digital channel from its head-mounted aerial to the homing spider droid, which then moved toward the signal to deliver the killing blow. It also featured a self-destruct mechanism. If a clone unit moved in to destroy the droid, it would usually self-destruct, destroying any enemy/enemies around it.

Several variants of the dwarf spider droid saw action during the wars, including an amphibious model, designed for water-filled terrain such as marshes, swamps or wetlands, equipped with a larger gun, but could not float, as well as two heavily armored variants—the heavy dwarf spider droid and the advanced dwarf spider droid. Delta Squad encountered many advanced dwarf spider droids on their missions including 2 during the Battle of Geonosis, and several during the Battle of Kashyyyk, where they were used to counter the Republic's All Terrain Recon Transport units.

Though most Separatist war vehicles were deactivated after the end of the Clone Wars, the dwarf spider droids were recommissioned through Imperial command and used by the Galactic Empire to enforce the submission of former Separatist worlds, fighting against the remnants of the very government that once used them, with the Stormtrooper Corps using the droids as their mechanical attack dogs. They would remain utilized throughout the Empire's reign, and it was not uncommon to see these droids alongside stormtroopers at Imperial checkpoints.

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The spider droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 9 (1d12+3) energy damage

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The spider droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"YTU2ZjFhMzNjMGE2","name":"Hive Mind","type":"feat","data":{"description":{"value":"

Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"ZGRiYWQwZDg5NmZj","name":"Hive Tactics","type":"feat","data":{"description":{"value":"

The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"NDk0MzgxNzA3Y2U1","name":"Strong-Legged","type":"feat","data":{"description":{"value":"

When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"MjI1OGRhMDc0YzE3","name":"Telepathy","type":"feat","data":{"description":{"value":"

The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"OGI5ODZlYWMzNmVm","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","effects":[]},{"_id":"ZGNiZWYxNjg2NjI3","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d8+4) kinetic damage

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\"Ever heard of the Trillia Massacre?\"

\"No.\"

\"Good.\"

- Finn and Rey

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Trillia

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Dwarf rathtar was a subspecies of rathtar found on Trillia. They were involved in an incident known as the Trillia Massacre.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","effects":[]},{"_id":"YzI0ZWM0ZmViYjFj","name":"Grasping Arms","type":"feat","data":{"description":{"value":"

The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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.

The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

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Melee Weapon Attack +7, Reach 15 ft., One target. Hit : 6 (1d4+4) kinetic damage.

The target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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.

The rathtar pulls each creature grapples by it up to 15 feet straight toward it.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (8) kinetic damage

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Ranged Weapon Attack +8, Range 60/240 ft., One target. Hit : 21 (3d10+5) kinetic damage.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the cheiftain can move up to its speed toward a hostile creature that it can see.

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The chieftain makes two gaffi stick attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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\"I still remember seeing the starship. It roared like a Gorax in the sky, trailing smoke and flame.\"

- Treek

DesignationSemi-sentient
ClassificationHumanoid
Distinctions
  • Giant size
  • Highly sensitive hearing
HomeworldEndor
HabitatMountains

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology and appearance

The Gorax were humanoids of gigantic proportions. One particular specimen was more than five times taller than Luke Skywalker, a human who measured 1.72 meters. A Gorax's ocher skin was covered in thick, matted dark fur, except on the face, hands and feet. Its head featured two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminated in four fingers, including an opposable thumb. All of these digits ended in sharp nails. In his hand-drawn map of Endor, however, the Ithorian artist Gammit Chond depicted a Gorax with three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing.

Gorax had immense strength; they were capable of uprooting a large tree effortlessly with both hands.

Behavior and intelligence

Gorax lived in mountainous areas and rarely showed themselves. Although they mostly behaved like savage animals, they displayed a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wore crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

History

The Gorax dwelled on Endor, a forested moon of the Outer Rim Territories that orbited a planet of the same name. Occasionally, they emerged from their habitat to attack the villages of sentient Ewoks who also lived on Endor. The Ewoks of Bright Tree Village posted watchers in the forest canopy above their homes to look out for such marauding Gorax.

When Chief Buzza still led Bright Tree Village, a male Gorax lived near Mount Krana. Makrit, the village's shaman at the time, had come to worship the giant, whom he called \"Great Devourer.\" Makrit intended to sacrifice kidnapped woklings in the Gorax's honor, but ended up being eaten instead.

In 4 ABY, the Gorax traps the Bright Tree Ewoks set up as a defense were re-purposed for taking out the All Terrain Scout Transport units deployed by the Galactic Empire during the Battle of Endor. Shortly after the battle, Luke Skywalker and Leia Organa helped the Ewoks Kneesaa and Wicket stop a rampaging Gorax by resetting those traps.

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The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

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Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

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While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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.

The gorax makes two greatclub attacks.

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Melee Weapon Attack +9, Reach 5 ft., One Medium or smaller creature. Hit : 26 (6d6+5) kinetic damage.

The target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Ranged Weapon Attack +9, Range 60/240 ft., One target. Hit : 28 (4d10+6) kinetic damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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\"Most impressive is the AT-RT, yes?\"

- Yoda

Manufacturer

Kuat Drive Yards

ClassCombat walker
Cost

40.000 credits (new)

24.000 credits (used)

Length2,9 meters
Height3,2 - 3,45 meters
Cargo capacity20 kg

The All Terrain Recon Transport (AT-RT) was a one-man bipedal walker used for reconnaissance and patrolling, first by the Grand Army of the Republic during the Clone Wars, and later on by the Galactic Empire and Alliance to Restore the Republic and was made by Kuat Drive Yards.

Characteristics

One of several precursors to the AT-ST walker, the AT-RT was 3.2 meters tall and 2.9 meters long, with a saddle-like seat for a single clone trooper driver. Its open cockpit design made the driver especially vulnerable to sniper fire, a notable flaw, but low costs and good visibility of the battlefield made up for this shortcoming. While other walkers like the AT-PT eliminated the flaw of the exposed driver position, the AT-PT was slower, and this made the AT-RT competitive with the former as it was capable of tremendous speeds and could also leap quite a distance thanks to its light construction.

The recon walker was equipped with a nose-mounted repeating blaster cannon and mortar launcher, both of which made the walker a formidable anti-infantry unit, although a group of five walkers could easily overpower a single AAT. The AT-RT was fitted with a motion detection scanner and sensor equipment capable of providing Forward Command Centers with updated situation reports from the battlefield.

AT-RTs could be deployed to the battle field in various ways. They were usually deployed from landed Acclamator-class assault ship, but this wasn't always practical for size reasons. When this occured, they could be deployed by LAAT/is, 1 per gunship stored on the speeder bike ramp, 2 could be carried if the crew bay was empty.

The walkers could also be deployed from modified AT-TEs with special cargo lifts in their back section. They could transport 2 Walkers and their riders. ARF Troopers were known to pilot these walkers.

History

Due to its light construction, AT-RT walkers were especially vulnerable to heavy weapons. This led many commanders to use them in fast scout packs, such as Lightning Squadron, a team that consisted of ten ARF troopers specially trained to operate AT-RTs. They were also used in the role of civilian (police or militia) support. Commonly, these walkers operated as picket and pathfinder units.

AT-RT walkers were used on several worlds during the Clone Wars. In the Battle of Christophsis, three AT-RTs made a gallant charge into the advancing enemy lines, 2 were destroyed, and it is unknown if the last walker and it's rider returned. Prior to the battle, they were stored in the Republics forwards command center, but many were destroyed when the traitorous clone trooper Slick sabotaged the base.

In the Battle of Ryloth, AT-TEs got trapped on ridge by AATs firing at their position. Mace Windu ordered the deployment of Lighting Squad. The squad and their walkers were deployed from specially adapted AT-TE with lifts in their rear section. Led by General Windu, the squad advanced on the enemy tanks, the walkers were too fast for the tanks and outflanked them easily, which allowed Lightning to attack the tanks from behind targeting their weak spots.

Shortly after the skirmish, Windu took two Advanced Recon Force troopers, Razor and Stak, to Cazne to find the freedom fighters of Ryloth, after encountering a droid patrol they met up with Cham Syndulla, the leader of the resistance. After the leader of the resistance agreed with Senator Orn Free Taa to ally themselves with the Republic forces, the Syndulla and Windu came up with a plan to take the occupied city of Lessu. Mace Windu stowed away inside an MTT headed for the City, as they were crossing the bridge, however, they were detected by the Droids. The Jedi made a break for the end of the bridge while AT-RTs and AT-TEs along with the Ryloth Resistance provided cover fire from the ridge over-looking the bridge. After fighting off the droids, the force made its way across the bridge, the AT-RTs took out the Tank guard then made their way into the city.

In the Battle of Kiros, AT-RTs were deployed by the 501st. These were later used by Anakin Skywalker and Ahsoka Tano to find the bombs hidden around the city. After defeating the droids guarding each bomb, they managed to disarm them.

Many AT-RTs of the 501st were deployed on Umbara when trying to capture the capital city. When beginning their assault on the surface, the walkers were launched from the back of LAAT/is. The walkers were ideal for the rough, uneven terrain of the planet, and because of their size could move through the thick forested areas with relative ease. However, they were no match for the hi-tech armaments of the Umbaran separatists, and were easy pickings for the likes of the Umbaran hover tank.

As with the Umbaran Campaign, great numbers of these walkers were deployed for Battle of Kashyyyk, and were later used in an attempt to track down Jedi Master Yoda following the execution of Order 66. They also saw action on Outer Rim planets such as the conflicts on Utapau and Mygeeto.

Units of this type were also used during the Battle of Rishi.

These light-weight walkers would also be utilized in the attack on the Jedi Temple. Over a year later, during an attempt by ex-Jedi Fy-Tor-Ana and Ferus Olin to retrieve a cache of lightsabers from the occupied Temple, AT-RTs would back up teams of stormtroopers that were hunting them. However, it appeared that the AT-RT was phased out in favor of the AT-ST. Nonetheless, it was considered preferable to the 74-Z speeder bikes, especially by various notable scouting units. According to the Imperial-turned-Rebel General Crix Madine, the AT-RT was commonly used in police units, and was easy to steal them on most Rim worlds.

Elite Imperial units like Lightning Squadron continued to utilize their AT-RTs during the Galactic Civil War. Modified AT-RTs were also utilized by the Rebel Alliance and fringe groups. Many of these walkers were painted with camouflage to better blend in with their surroundings. A floodlight often replaced the repeating blaster cannon, providing additional aid for the walker on night-time missions, but making the vehicle more vulnerable in the process.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its repeating blaster cannon or uses its mortar launcher.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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Mucous salamanders were amphibians native to the bogs of Yavin 4. They possessed the distinct ability to diffuse their molecular structures underwater, which allowed them to swim faster and pass through hunters' nets. When a mucous salamander entered dry areas, it could change its molecular structure into hardened scales for protection from predators, particularly the angler. Another name for the mucous salamander was the pinkish salamander

Within his first month at Luke Skywalker's Jedi Praxeum, Jacen Solo captured a number of the creatures.

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When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

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The salamander can breathe air and water.

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The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

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While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the Hunter can move up to its speed toward a hostile creature that it can see.

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The Hunter has advantage on saving throws against being frightened.

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When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The hunter deals one extra die of damage with its weapons (included).

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Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

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Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"NWRkMDU1ODUxMGRh","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"ZWNhNWVkM2Q3MTZj","name":"Ranger's Quarry","type":"feat","data":{"description":{"value":"

The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"YzkzYWY5NjJmOGRl","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"MjVjZDJmMmZiMjgx","name":"Sharpshooter","type":"feat","data":{"description":{"value":"

The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"MmVmNGI0MDJhYjVi","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"Y2JmODA5YTI3NWUw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTM2ODdjZjY5YzE5","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 19 (2d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"ZjljYjFlYWYyMjVl","name":"Heavy Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"YzE3ZjI4OWExNWUw","name":"Vibrodagger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 11 (2d4+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"NDMyYjBhNTg2NTlj","name":"Thermal detonator (3/Day)","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"OGQzNjFlZTdhNzlm","name":"Whistling Birds (4/Day)","type":"feat","data":{"description":{"value":"

.

The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"NmIwM2U0ZTUzMjk2","name":"Wire Restraint","type":"weapon","data":{"description":{"value":"

.

On a hit the target is grappled. On the targets turn, it can use a its action to make a DC 15 Strength check to break the wire.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"YzViYzEwZmEzYjU2","name":"Wrist Flamer (3/Day)","type":"feat","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"ZWQ1NWIyNjg3NDdh","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"ZDUyMmE5NWRlMjU0","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":210000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]},{"_id":"OWQ0ZDgxOTk1ZDI1","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":220000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","effects":[]}],"effects":[]} -{"_id":"4SGXcgcVzIXtQreV","name":"B'omarr Monk Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"You have progressed rapidly on your spiritual path, Brother Fortuna. Your quest is at an end. Prepare yourself for enlightenment.\"

- B'omarr Monk, to Bib Fortuna

Headquarters
  • Jabba's Palace
  • Teth Monastery
  • Denuta Temple
Locations/temples
  • Tatooine
  • Teth
  • Danuta
Date foundedCirca 700 BBY

The B'omarr Order, which consisted of the B'omarr Monks, was a mysterious religious order that moved to the planet Tatooine around 700 BBY. The B'omarr believed that cutting themselves off from all physical sensation would further their studies, and allow them to ponder the galaxy and achieve enlightenment. When a monk became enlightened, his brain was removed through a special procedure, and was placed in a nutrient-filled jar. The brains were held in very high regard by the lower, embodied monks, who saw to their every need, though the brains rarely did anything other than think and wonder. When they did need to travel around their monastery on Tatooine, the brains were transferred into specially modified BT-16 perimeter droids.

The order was established sometime prior to 700 BBY, though they transported their followers to Tatooine soon thereafter. They constructed a giant monastery, where they lived for centuries, though they were rarely the only inhabitants; over the years, many bandits and criminals occupied the palace, including Alkhara and Jabba Desilijic Tiure. After Jabba's death in 4 ABY, the monks took their palace back by force, recruiting new members without their consent. They then locked up Jabba's Palace and continued to practice their beliefs for many years.

Practices and beliefs

\"I'm not sure anyone pretends to understand the B'omarr Order. From what I've heard, when they reach their greatest state of enlightenment, each monk undergoes some kind of surgery that removes his brain and places it in a life-support jar. It keeps them from being distracted by physical diversions, leaving them to ponder the great mysteries.\"

- Luke Skywalker, on the B'omarr Order

The B'omarr centered their religion on isolating themselves from all feeling and emotion, so they could focus and enhance the power of their minds. They embarked on mental journeys that were impossible to comprehend while one was focused on the physical world. The B'omarr cared little for personal comforts and wore the simplest of garments. As a monk came closer and closer to enlightenment, he began to shed the use of speech, preferring to communicate either with solitary words or images, which the monks alone could fully understand. Other B'omarr were able to telepathically communicate, speaking directly into the subject's mind. Eventually, a monk would require none of his senses, at which point he was said to have achieved enlightenment. The monks were also adept healers, and offered aid to any who stumbled upon any of their outposts on Tatooine.

There were several stages that marked the spiritual growth of a B'omarr monk; after each stage, a monk was given a test to check his knowledge of the subject. There were many different types of tests: some were designed to gauge a monk's understanding of logic, others to test one's knowledge of sacred B'omarr texts, and others still determined a monk's ability to cut himself off from the physical world, by putting him through painful tasks and observing how much pain he felt. Eventually, after many years of study and practicing distancing himself from the physical world, as well as successfully completing each stage's test, a monk would become enlightened; he had pure mental power, and was at peace with the cosmos. As enlightened monks no longer required their bodies, lesser monks would help them shed their body through surgical means. After their enlightened brain was carefully removed, the monks were transferred into a nutrient-filled jar, freed from the distractions of life. The process of removing a monk's brain was very delicate, and the surgeons had to be extremely well-trained and careful when performing the transplant. They made use of reliable anesthesia to ensure the process was painless, and through experience, as well as various forms of apparatuses developed over the centuries, the monks were able to keep the brain functioning and alive long enough to transfer it into a nutrient jar. One small mistake and the brain was lost; they were usually discarded along with the lifeless body, before being eventually disposed of.

Occasionally, however, a monk's brain would be removed before he had truly achieved enlightenment. Assuming the operation went well, the monk would survive, though there were several side effects. The separation of the body and the brain could often induce psychosis, and the brain would then mentally scream, usually for days on end, without pausing for breath. Monks going through this transition were generally kept separate from the other disembodied monks, whom they usually disturbed. Eventually, in most cases, the brain would cease to scream, and could be returned to where the rest of the brains were located. Although incredibly rare, a brain could be transplanted back into a body, be it the monk's original body or that of someone or something else. However, the B'omarr had little technology to aid this procedure, so it was considerably more dangerous than the original process. For this reason, as well as the fact that the majority of monks were at peace when separated from their bodies, this was not widely practiced by the B'omarr.

After a successful operation, brains were transferred to the Great Room of the Enlightened, where they sat on shelves, meditating and pondering the infinite for centuries. The names of the enlightened ones were documented in the B'omarr Registry, a thick manuscript which included some of their greatest philosophical ideas, ponderings, and musings. With their every need catered to by the embodied monks, the enlightened brains rarely had use for moving around the monastery, though they did have means to do so when necessary: BT-16 perimeter droids. These droids were reported to have been designed by the B'omarr themselves, though similar models were in existence almost four thousand years earlier. The BT-16 droids possessed only the simplest of processors and technology; their main function was to react to the enlightened monks' telepathic messages. The droids would travel to the Great Room of the Enlightened at a monk's request and transfer a monk's brain-jar into a brain support unit, which was at the center the droid's legs. The brain support unit allowed the monks to survive without being connected to the special equipment in the deepest parts of the citadel, though they were initially difficult to use, and most monks preferred to stay in their jars. Towards the time of the Galactic Civil War, embodied monks began to experiment with the walkers, resulting in several of the newer models bearing five or six legs. The spiders would rarely leave the monastery, though some were known to roam the deserts surrounding the citadel, attacking anyone they came into contact with.

The B'omarr acolytes rarely congregated or spoke to each other, though they occasionally gathered in tea rooms, where they consumed their only form of nourishment whatsoever—potent teas made from strong herbs. These meetings rarely lasted long, the monks busy attempting to further their studies and understanding of the mind. Although part of the teaching of the B'omarr stated that possessions and comforts were unnecessary distractions, many monks veered from the order's way, accepting bribes to spy on the palace's criminal occupants. During Jabba Desilijic Tiure's time in their place of worship, many B'omarr acted as spies, while some were even on the payroll of his greatest rival, Lady Valarian.

History

\"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude.\"

- Mammon Hoole documents the B'omarr's arrival on Tatooine

The details surrounding the founding of the B'omarr were largely unknown, though their practices did change throughout the centuries. The order originally consisted only of Humans, though in time it encompassed a great many species. They had sought a world where they would be met with little distraction from any settlers, eventually choosing the monastery that one day became Jabba's Palace, in the desert world of Tatooine, in the Outer Rim Territories. At some point, they also lived in a monastery on the Wild Space world of Teth and had established a Temple on the Mid Rim world of Danuta. Tatooine was inhabited by no one but primitive salvagers, and was forgotten by the records of the Galactic Republic. The leaders of the order relocated their followers to Tatooine, arriving in about half a dozen cargo ships, which were the basis for the colossal structure they built in the planet's Dune Sea. Their structure slowly adapted to the planet's climate; the monks built a roof after they encountered their first Tatooine windstorm, while the building was enclosed after their first encounter with the Tusken Raiders. Many rumors surrounded the citadel; it was even said that the monks received help from the Tusken Raiders when building it, though these were simply unproved legends.

The B'omarr kept to themselves for the next few centuries, though civilization began to grow on Tatooine, with several small towns being established. Eventually, the palace became a haven for a small number of bandits and criminals, who used it as both a hideout and a shelter in the middle of the barren desert. The monks were happy to accommodate the bandits, though they ensured that the deepest parts of the citadel were reserved for housing the brains of the enlightened monks. Around one hundred and fifty years after they moved to Tatooine, the period of B'omarr isolation ended. A well-known pirate named Alkhara, who had incurred the wrath of both the local Tusken population and the Human authorities, sought refuge in the B'omarr's palace. Alkhara and his followers were welcomed with open arms by the monks, and quickly made the building their base of operations.

Eventually, the Hutt crime lord Jabba Desilijic Tiure came into possession of the B'omarr's temple, bringing with him a motley crew of gamblers, bounty hunters, and other criminally active individuals. The B'omarr were not fazed at this development, and continued to live out their lives as before. The presence of Jabba and his henchmen, however, would make the B'omarr far more involved with the other occupants of their monastery. While many feared the eerie spider droids and gave them a wide berth, some of Jabba's men took an interest in the B'omarr, learning and taking advice from both the embodied and the disembodied monks who frequented the palace.

Although many sought to learn more from the B'omarr, others saw the potential for exploitation, and hired many of the B'omarr as spies. Jabba's period on Tatooine saw many monks abandon their principles and engage in unsavory activities. Some worked for Jabba himself, such as the corrupt monk named Grimpen, who transferred wanted criminals' brains into other bodies, usually unsuspecting monks or any of Jabba's captives. Jabba also forced the monks to remove the brains of those who had failed him; they wandered the corridors of the palace aimlessly for years after. The majority of monks who found themselves working with the palace's criminally minded occupants acted as spies or informants; Jabba's main rival, the Whiphid Lady Valarian, had at least one B'omarr spy stationed in the palace. The monk was later killed by another spy of Valarian's, J'Quille, after a misunderstanding. Although the corpse was discovered by one of Jabba's Gamorrean guards, J'Quille managed to persuade him that the monk had in fact entered a trance. Others acted as informants for Ephant Mon and Bib Fortuna, two of the most prominent members in the Hutt's court.

Much of the information on the B'omarr available to the galaxy at large was compiled by Shi'ido Senior Anthropologist Mammon Hoole during Jabba's stay in the B'omarr's domain. On his first visit to the palace, Hoole mingled and interacted with the monks, learning of their beliefs and customs. Hoole, however, left the monks when they offered to guide him to enlightenment. On his second visit studying the monks, Hoole brought his two surrogate children, Tash and Zak Arranda. Jabba wanted Hoole to translate an ancient book he had taken from the B'omarr monks, though the visit to the palace proved far more eventful. Tash Arranda's brain was swapped with a criminal's by a corrupt monk, though it was eventually restored to her body and Hoole managed to escape with the children.

Occasionally, Jabba interacted with the monks, allowing them access to prisoners they dubbed \"interesting.\" One such event occurred when Han Solo was imprisoned following his release from carbonite, and he consented to tell his story to a young monk.

In 4 ABY, Jabba Desilijic Tiure was killed by Princess Leia Organa aboard his sail barge above the Great Pit of Carkoon, with most of his henchmen dying in the destruction of the Khetanna. Many of Jabba's former allies scrambled to pick up the pieces of the Hutt's criminal empire and claim it for themselves; the B'omarr took this opportunity to emerge from the shadows of their monastery, recruiting many new members by force, and killing those that resisted. Among the new \"initiates\" was Bib Fortuna, Jabba's former majordomo. The B'omarr remained in the palace, and although several attempts to make use of the vast building were made, the monks remained mostly in solace for many years.

For over twenty years after Jabba's demise, various thieves—among them agents of Lady Valarian, Jabba's old rival—arrived at the B'omarr monastery, hoping to plunder whatever wealth remained from Jabba's reign. The B'omarr were far too numerous for any petty criminals to fight off, so their ranks swelled considerably when thief after thief was enlightened, their brains placed in jars. In order to encourage more robbers to arrive, thus giving them further subjects to induct into their order, the monks allowed several to leave the Palace unharmed, taking with them hoards of Jabba's valuables. These stories attracted many more visitors; the B'omarr let none of them escape.

Locations

The Tatooine Monastery

\"They still roam the corridors of Jabba's Palace, from what I hear.\"

- Mayor Mikdanyell Guh'rantt, to a spacer

The palace which was later known as Jabba's Palace was built by the B'omarr approximately seven hundred years before the Battle of Yavin. Located in the Dune Sea, the palace was originally a simple construction made out of the chassis of several freighters, though after attacks by the vicious natives, the monks decided to build a more secure place for their studies. They built a huge round palace, which stood for several centuries, with many types of criminals and bandits occupying it, though the B'omarr always remained, lurking in the deepest and darkest portions of the citadel. Whenever a new band of mercenaries took over the building, they added to the complex building, constructing an observation tower, sewer systems, and even a series of subterranean tunnels. Eventually, the palace came into the possession of Jabba the Hutt, who had his main architect tweak it to suit his needs.

Jabba had his architect, Derren Flet, make many adjustments, though he was ultimately unhappy with the lack of prison space, and had Flet killed. The Hutt gangster had a vast hangar and garage—used to house his many pleasure yachts and sail barges—built beside the original palace, as well as stables used to keep his many vicious pets, which included the fearsome rancor. Jabba also installed a vigilant security system, and could locate any potential visitors from up to ten kilometers away. The hub of the palace during Jabba's time was his massive throne room, which housed his accountants, assassins, bounty hunters, and various other unsavory individuals.

After Jabba's death, the palace was turned into the Tatooine Retirement Home for Aged Aliens, though a shortage of government funds allowed the B'omarr to remain alone in the palace once again. Jabba's father Zorba became the owner.

The Teth Monastery

At some point, the Order constructed and lived in a monastery on the jungle world of Teth, on the top of a large mesa. It shared many design features with the Tatooine monastery and like that, had a throne room. It also had a room that housed a jungle rancor.

By the time of the Clone Wars, the monastery had long been abandoned. During the conflict, the captured Huttlet Rotta was taken to the monastery by the Confederacy of Independent Systems. The Galactic Republic sent a group of clone troopers, as well as the Jedi Knight Anakin Skywalker and his Padawan Ahsoka Tano, to free the baby Hutt, which instigated the Battle of Teth in and around the monastery.

The Danuta Temple

At some point, the Order also established a temple in the city of Trid on Danuta, which was primarily populated by Hutts during the days of the Old Republic, but later went under control of the Galactic Empire. Like thousands of other religions within the Empire, the monks were tolerated by the Imperials as long as they remained apolitical. In addition to embodied and disembodied monks who lived within the Temple, some supporters of their religion lived within the city of Trid and only visited the Temple during the regular ceremonies and prayers. One such visitor was Meck Odom, an Imperial officer whose position in the Imperial Military forced him to keep his religious beliefs a secret.

Other locations

The B'omarr had several other places of worship on Tatooine, though none were as famous or well used as Jabba's Palace. The B'omarr outpost was situated very near to Jabba's Palace, and was the home of the Most Perfect Order of K'vin. Another location was the Citadel of B'omarr; similar in design to the B'omarr Monastery, the citadel was the home of both embodied and enlightened monks. The citadel was also an outpost for those needing medical attention, who would always be treated by the embodied B'omarr healers. The healers made no distinction between patients who had been injured in the line of illegal activities and those who were not, offering their help and expertise to all who sought it. Although the connection between it and the order is unknown, the B'omarr Flats were a large expanse of land, located near the Great Mesra Plateau. The Great Pit of Carkoon was located in the flats.

Notable members

Evilo Nailati was a B'omarr monk who had had his brain removed some time before or during the reign of the Galactic Empire. He was extremely different to most other members of the B'omarr, in that he did not seek abstract concepts such as \"truth\" and \"enlightenment,\" but rather, he longed to amass as much knowledge as possible. Knowing his efforts would not last long in his original body, he joined the monks, eventually being deemed \"enlightened\" by the senior monks. After then, he took a frog-dog named Buboicullaar as an underling of sorts, teaching him of the galaxy. Bubo's species were thought brutish and unintelligent, though in truth they were capable of extraordinary intellect, though they kept it a secret. For years before he wound up on Tatooine, Bubo was a spy and an assassin, and was eventually part of a plot on Jabba's life. He took an interest in the B'omarr, and after the Hutt's death, willingly allowed them to transfer his brain into a jar.

Sai'da was a keen B'omarr historian, with a particular interest for information from the outside world. This isolated him from the other monks, who felt that his time would be better spent contemplating the infinite. Nevertheless, he continued studying as a historian, and became very knowledgeable in the Galactic Civil War. When one of the most prominent players in that war, Han Solo, found himself jailed in Jabba's dungeon, Sai'da could not resist the temptation to speak with him. Sai'da acquired entry into Solo's cell; in return for the Rebel's life story, Sai'da would have to ensure that his companion, Leia Organa, was safe. He agreed, and left their meeting thinking of concepts like companionship, bravery, and humor, to which he had offered little thought previously.

A disembodied brain calling himself K'vin was the leader of the Most Perfect Order of K'vin, which he claimed the B'omarr Order was a splinter sect of; in truth, he had left the order to start his own. K'vin lived on Tatooine at the B'omarr outpost, and like the B'omarr, his order had their brains removed so they could ponder the infinite for ever more. K'vin, however, sought more; when a bounty hunter entered his temple searching for Han Solo, the brain pleaded with the bounty hunter to shoot his vat, which would free him and expand his knowledge of the universe. Despite the efforts of the other monks, the bounty hunter did; K'vin's brain died soon thereafter.

Hedon Istee left the order after being branded a \"sensualist,\" taking with him a sacred scroll belonging to the B'omarr. The monks were unhappy, and sent one of the less law-abiding occupants of Jabba's Palace after Istee, to take back the scroll. Fearing for his safety, Istee hired a spacer to defeat the Gamorrean sent after him. The spacer succeeded, and was paid 3,000 credits for his efforts. The B'omarr, however, resorted to more extreme measures, and had a bounty hunter attempt to track down Istee, though, like before, the spacer managed to defeat him. Eventually, Istee buckled under the pressure, though, and had the spacer return the scroll to the B'omarr citadel.

Meck Odom was already interested in the B'omarr Order during his time as a Cadet in the Academy of Carida, though his position in the Galactic Empire forced him to keep his beliefs a secret. After his graduation, he was assigned to the Trid research facility on Danuta and began secretly visiting the B'omarr Temple located there, participating in their ceremonies. Shortly before the Battle of Yavin, his best friend and former roommate Kyle Katarn was sent by the Alliance to Restore the Republic on a mission to steal the partial set of Death Star plans from the research facility. Using his knowledge on Odom's beliefs, he was able to contact him through the help of the B'omarr Monks and convinced him to help him steal the plans of the battlestation.

Bib Fortuna was always interested by the B'omarr, and used them as informants during his time in Jabba's Palace. He was not ready to have his brain removed after his master's death, however, though the B'omarr monks did so regardless; Fortuna's brain screamed for days, though eventually he adjusted. Fortuna longed to escape, as did his friend and fellow B'omarr, Nat Secura. Nat had been sentenced to death by Jabba the Hutt; desperate to save his friend, Bib had the B'omarr remove Nat's brain. Eventually, Fortuna had his own brain transplanted into the body of Firith Olan, and escaped the monastery.

Jabba's Quarren accountant Tessek had no interest in joining the B'omarr, though he was forced to when they recaptured their palace. Tessek was transferred to a brain walker, though he found that he had far more freedom in his new life. J'Quille was another of Jabba's henchmen that joined the order, though he did so by his own choice. A former lover of Lady Valarian, J'Quille had been sent to Jabba's Palace to assassinate the Hutt, though he soon found himself without the means to do so. After Jabba's death, Valarian was furious at J'Quille, and promised him she would put a bounty on his head if he ever left Tatooine. Confined to a life of misery under Tatooine's hot suns, J'Quille opted to join the B'omarr, knowing he would not survive long if he attempted to flee Tatooine.

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Average height1,5 meters
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.

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.

The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Lawful Light","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerForceLevel":10,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","fire"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","charmed","stunned","poisoned","paralyzed"],"custom":"Exhausted"},"languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","token":{"flags":{},"name":"The Daughter, Avatar of Knowledge","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"4euhIUGY4TgFskvA","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YmY4YzlhNmFmNjJk","name":"Beast Form","type":"feat","data":{"description":{"value":"

The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MzI5YjJmMjZmYjgy","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NmMyNGJlMDk1YmYy","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast

as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can

affect any condition except incapacitated), wall of light (deals

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"YjcwYTk3NmZlNDEx","name":"Light Resistance","type":"feat","data":{"description":{"value":"

The Daughter has advantage against the saving throws against Light force powers

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When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NWVhOWQyMmMyZjIw","name":"Enhanced Casting","type":"feat","data":{"description":{"value":"

The Daughter's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MGZmOGQyMzcxOTRk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Daughter fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MDJjZTU2ODZjYTA5","name":"Mastery Auras","type":"feat","data":{"description":{"value":"

As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZmVlNGJlMGY5Y2Fh","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NzczY2RkOTA3NGY2","name":"Multiattack (humanoid form)","type":"feat","data":{"description":{"value":"

.

The Daughter makes two Light Wreath attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZjM2YmIyZjI5YjMx","name":"Multiattack (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"Y2I5YjgyZGIyMmY3","name":"Claw attack (beast form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 21 (4d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":12,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"YjAyMGZiN2U3ZmM0","name":"Light Wreath (humanoid form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 14 (4d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":12,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MTJjZmZmNzQyYjcy","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The Daughter can cast one of her at-will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZmNiY2Y0ZTcyOTZi","name":"Shifting Aura (2 actions)","type":"feat","data":{"description":{"value":"

.

The Daughter can activate one of her Mastery Auras or change which aura is active.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZjBkNWNmMzJjZDZi","name":"Claw (beast form)","type":"feat","data":{"description":{"value":"

.

The Daughter makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"OGZkZjAwYmQ0MjM4","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The Daughter moves up to his speed without provoking opportunty attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZDNjMDg2YmY4YWZi","name":"Metamorphosis","type":"feat","data":{"description":{"value":"

.

The Daughter transitions from a beast form to a humanoid form or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"AS6TW6xjG7rh3IiT","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0WzeW8iTn43zpfP3","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nK0vxuEl8BWjsTGF","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uJ8fKRldjVYwGNKx","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"C016yy4bOapZmg7s","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ujeZB9EwZoMb9d3U","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"y2SrzfkdiMU50Ctk","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Sg20h6PkhREixMcA","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Pma2FSYcYX0TyVxU","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"w66NswpZRTJWtg2y","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ECQlfAWwjlZawhqB","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

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The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points).

It knows the

following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

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When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"M2E4ZDQxYjhhMDBm","name":"IWS Sniper Mode","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"OTQyOTg2ODQwNjIw","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"ZTExNTQyMDdhMjc4","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"LkCbExJHAinCWZN8","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jUCciQ8KAWGl5zwp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

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You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"T89xrD1RBe6JSUIA","name":"Analyze","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PBFbcYIh4DK2EOdq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp","effects":[]},{"_id":"oEAskcFV3VAn35N2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"okOOrZSpo4QMyPhC","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"HohUdrBHW3zm1ykw","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]}],"effects":[]} -{"_id":"4qYW1w9LDfRQvfqe","name":"Leviathan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":30,"proficient":1,"min":3,"mod":10,"save":18,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":1,"min":3,"mod":8,"save":16,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":21,"min":0,"formula":"natural armor"},"hp":{"value":475,"min":0,"max":475,"temp":0,"tempmax":0,"formula":"25d20+200"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":40,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":475,"min":0,"max":475},"bar2":{"value":21,"min":0,"max":0},"senses":{"blindsight":60,"truesight":120}},"details":{"biography":{"value":"

The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.


Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.


During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.


Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.


Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.


Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.


History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as \"dark-side spawn.\" However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.


Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

","public":""},"alignment":"Chaotic Evil","species":"","type":"aberration","environment":"","cr":25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["fire"],"custom":"Unenhanced Kinetic"},"dr":{"value":["necrotic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","paralyzed","poisoned"],"custom":""},"languages":{"value":[],"custom":"Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":10,"passive":28,"prof":8,"total":18},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":24,"prof":8,"total":14},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int","bonus":0,"mod":-4,"prof":0,"total":-4,"passive":6},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int","bonus":0,"mod":-4,"prof":0,"total":-4,"passive":6},"prc":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":22,"prof":8,"total":12},"tec":{"value":0,"ability":"int","bonus":0,"mod":-4,"prof":0,"total":-4,"passive":6}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","token":{"flags":{},"name":"Leviathan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"4qYW1w9LDfRQvfqe","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZGY4Nzc4N2E2Zjdm","name":"Gargantuan Strength","type":"feat","data":{"description":{"value":"

The leviathan's melee weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"M2ExMDc2YzFiMTVh","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the leviathan fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"OGIwNmY1MDE4YmJl","name":"Nightmare of the Force","type":"feat","data":{"description":{"value":"

The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"NDFhMTg5ZDBjNWUw","name":"Sith-born","type":"feat","data":{"description":{"value":"

Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"MjgzMDcyMmI1OWM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"N2NhZWE4Yzk4MDUy","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"OTdkZTE3MWZmM2Ux","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 23 (3d8+10) kinetic damage.

If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 20 (3d6+10) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

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Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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The leviathan makes a tentacle attack.

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Each creature currently restrained by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

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Jakrabs were a species of long-eared swift bounding mammal lagomorphs native to Tatooine and Neimoidia.

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.

Their one-day-old kits had a reputation for eagerness.

Homeworld
  • Tatooine
  • Neimoidia
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The jakrab has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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\"The AAT serves as the Trade Federation's front line assault vehicle. Designed to wipe out enemy troops, the AAT boasts a powerful laser cannon capable of punching through enemy ranks. A fearsome sight on any battlefield, the AAT is one of the Trade Federation's most formidable weapons.\"

- Captain Panaka

ManufacturerBaktoid Armor Workshop
ClassRepulsorlift tank vehicle
Length9,75 meters
Cost75.000 credits

The Armored Assault Tank (AAT-1 or AAT) was a medium-sized repulsor tank used mainly by the Trade Federation and the Confederacy of Independent Systems prior to the rise of the Galactic Empire. The tank had heavy frontal armor that gave it the capability to plow through walls, and it was heavily armed with a payload of 57 shells. The tank required a crew of four battle droids to be fully operated and was able to carry six additional battle droids onto the battlefield. The tank's reactor and power and communications gear were kept in the rear for protection.

The vehicle was designed by the Baktoid Armor factories, with its most important parts placed in the back. Piloted by OOM pilot battle droids, AATs comprised a significant portion of the Trade Federation's ground forces. They were used to fight armies of pirates in the Outer Rim Territories before they were finally deployed in the Federation's Invasion of Naboo in 32 BBY. Ten years later they would be used heavily during the galactic Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Though AATs did see a little action after the Republic transformed into the Galactic Empire in 19 BBY, these instances were very rare.

Description

The Armored Assault Tank was a formidable vehicle; it was augmented with heavy inches-thick frontal armor that allowed it to plow through walls, and had heavy weaponry. It carried a payload of 57 shells, but once exhausted, the AAT had to return to its carrier to have its shovel-shaped lower hull completely replaced, fully replenishing its supply.

The AAT's launch tubes could be equipped with a variety of ammunition. The three standard-issue ammunition types were \"bunker-busters\", high explosive shells used for destroying enemy structures such as outposts; armor-piercing shells, used for penetrating heavy armor on tanks; and high-energy shells for anti-personnel and anti-vehicle use. As they were fired, these shells were surrounded by high-energy plasma, which improved their penetration and reduced friction, thus increasing speed.

Its crew consisted of four battle droids (one commander, one pilot, and two gunners), and could also carry six B1 battle droids on the hand grips on the outside of the tank. The commander typically sat inside the turret of the primary blaster cannon, while the gunners and pilot were positioned in the main hull of the tank. The gunners operated both secondary blasters, and the commander controlled the main turret. The droid's programming allowed for only simple tactics, but the tank was effective nonetheless.

The reactor, along with key power and communications gear, was kept in the rear for protection, as with many other Baktoid vehicles. The AAT used heavy-duty repulsors to keep it off the ground and propel it forward. While this method was relatively quick, it was sluggish compared to the Gian and Flash speeders of the Naboo, and the later GAT. Like other repulsorlift vehicles, the Armored Assault Tank was unable to penetrate deflector shields.

Enemy forces could destroy an Armored Assault Tank by dropping EMP or explosive grenades into both the main turret and the pilot hatch. Additionally, the tanks were vulnerable to portable missile launchers, other vehicles, or Jedi with lightsabers.

History

Pre-Clone Wars

Prior to its most notable use in the Invasion of Naboo, the AAT-1 was deployed by the Trade Federation to several Outer Rim worlds, engaging them in battles against each other, to prove that they had both battle-scars and battle-readiness. When the Invasion of Naboo had started, the AATs had already engaged in fierce combat against armies of pirates, proving that the tank was ready for war. Trade Federation strategy dictated that two AATs escort an MTT.

Clone Wars

Shortly before the outbreak of the Clone Wars, the Trade Federation joined the Confederacy of Independent Systems, and hence AATs were assimilated into the rapidly growing Confederate armies. During the assimilation process, they were all repainted with the CIS standard blue and gray paint scheme and fitted with heavier double laser cannons on the flanking turrets. They would see action during the first battle of the war, and would be used extensively during the Dark Reaper Crisis, as well as the Battle of Muunilinst.

On the planet Christophsis, AATs were used under the command of General Whorm Loathsom and many of the tanks were destroyed during the battle by the Republic's AV-7 Cannon.

The Heavy Artillery Gun, also used during the war, had a design similar to that of the AAT.

During the war, they showed vulnerability to PLX-1 portable missile launcher fire, with a single missile from this capable of destroying it if aimed at the correct location. Advanced Recon Commandos also displayed capability of jumping inside the tank and blasting it apart from the inside. Also, they seemed inferior to the Republic TX-130 Saber-class fighter tank.

During the Second Battle of Geonosis, many AATs were deployed for use by the Geonosian Rebels against the Republic Forces. Later, after his defeat, Archduke Poggle the Lesser used a damaged AAT to transport supplies to the Progate Temple.

The AAT-1 also saw action during the Battle of Coruscant alongside Octuptarra combat tri-droids, and on a multitude of other worlds, including Muunilinst, Felucia, Aargonar, Maridun, and Murkhana.

Aftermath

However, following the Imperialization of the Trade Federation by the Galactic Empire, stormtroopers would sometimes utilize AATs during a few battles in the Galactic Civil War (possibly including the Battle of Tatooine).

One AAT was refurbished and made serviceable during the Galactic Civil War by a former Imperial slave Wookiee named Quagga. It then saw service during Jabba Desilijic Tiure's gladiatorial game.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

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The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters.

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The AAT ignores difficult terrain and can pass through occupied hostile spaces.

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The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The pilot of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher.

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Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

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Ranged weapon (range 100/400 ft.). Launches a barrage of rockets at a target. The target and any creature within 10 feet must succeed on a Dexterity saving throw or take 6d6 kinetic damage on a failed save and half as much on a successful one.

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The Gunner can make two attacks using the medium repeating blasters.

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Ranged Weapon Attack +10, Range 120/240 ft., One target. Hit : 28 (4d10+6) energy damage

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The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one (Recharge 5-6).

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\"No job is over this little guy's head.\"

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

The R2-series astromech droid was a model of astromech droid produced by Industrial Automaton, boasting a level of success that was never equaled in Industrial Automaton's long history. A combination of excellent design, high-quality marketing, and good timing made this astromech droid one of the most sought after droids in history, and one of the few vintage astromech series still in active production decades after it was first designed, including the prototype R2-0. The line was so successful, even being given a positive review by Mechtech Illustrated for its versatility, that the Galactic Empire would later take credit for the design. The average cost for an R2 unit was about 4245 Republic Credits.

Functions

Like its forerunners, the R2 astromech was designed to work in and around space vessels as a diagnostic and repair unit. But unlike the clunky R1-series, this rounded, waist-high droid was made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all such droids had been dedicated government models. The droid was equally popular with Galactic Republic fighter jocks as it was with the general public.

When plugged into a T-65 X-wing starfighter, Eta-2 Actis-class interceptor, or similar starfighter, the R2 monitored flight performance, pinpointed and corrected technical problems, and performed power management, optimizing shipboard systems. Its ROM library had reference and repair designs for well over seven hundred starship models to ensure it was able to do its functions in repairwork, with its Intellex IV internal computer scans technical files also co pinpointing potential problems as well as finding data patterns or debug computer codes, allowing it to conduct over 10,000 MPF operations a second. The unit could store up to ten sets of hyperspace vector coordinates in the RAM of its astrogation buffer (thus allowing for even ships with limited navicomputers to make hyperspace jumps and also acting as a backup in the event of navicomputer malfunctions), and many had the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operated flawlessly in the vacuum of interstellar space. R2 units were equipped with a holographic recording mode.

Components

The center of the droids' success could be attributed to its Intellex IV computer, which featured at least 700 different spacecraft configurations and could do over 10000 MPF operations every second. Likewise, its built-in telecom software also allowed it to communicate with computers under the jurisdiction of both the Imperial Navy Transmission and the Corporate Sector Standard communications systems, as well as being given custom communications software. Its sensor package was equally impressive, with a full-spectrum transceiver and electromagnetic, heat, motion, and life form indicators. The droid also had a fully maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles. The line also possessed a retractable jack that allowed the unit to plug directly into Imperial-standard computer ports, thus allowing it a direct hard-wired connection to most computers. It also had a flexible video sensor unit that allowed the R2 unit to examine hard-to-see workspaces via a 360-degree rotational joint, with a maximum reach of .85 meters. Aside from its video sensors, the R2-line also had a wide sensor array for almost any purpose, including a full spectrum transceiver, electrophoto receptors, DERs and heat and motion detectors, all of which are routed to the R2's Intellex IV internal computer that supported sophisticated analysis programs including life-form identification subroutines.

The droid's outer shell concealed an array of tools beneath its streamlined durasteel exterior. Each R2 came equipped from the factory with two manipulator arms (a heavy duty grasper with 25 kilo lifting capacity and 10 kilo grasping measure as well as a fine manipulator with 2 kilo lifting capacity with three 360-degree rotational joints for complete maneuverability and micro-adjustment controls that allowed for better than one micrometer placement accuracy; both manipulators have a .85 meter reach and are fully retractable within the body when not in use[1]), an electric arc welder, circular saw, computer scomp link arm, VicksVisc holographic recorder/projector unit, internal cargo compartment, and a general-use fire extinguisher, all of which came at no extra cost if purchased with the R2 unit. IA, taking a page from Corellian ship-builders, made the droids easy to upgrade and modify. The company offered a variety of after-market packages, but industrious owners also managed to equip R2s with such eclectic items and accessories as underwater propellers, laser pointers, jet thrusters, remote sensor limpets, and inflatable life rafts. This adaptability made the R2 units particularly popular among tech-heads, who often would have running competitions over who could outfit the most eclectic droid.

IA spent a great deal of time in the design of the R2's personality matrix. The droid was obliging, quick witted, and sincere. If the droid was not subjected to periodic memory wipes, it could develop a headstrong, self-reliant disposition. Many owners, however, actually preferred a droid willing to offer candid second opinions. Starfighter pilots tended to develop a strong bond with their astromech droids, often flying all their missions with one particular droid, and strongly objected to the memory wipes their counterparts were given on a regular basis in some units.

At least by the time of the Galactic Civil War, R2 purchases came with a three-year warranty, a user-support hotline, IA quality, various affordable prices, and dealer financing.

R2-D2

\"An extremely well-put-together little droid, Your Highness. Without a doubt, it saved the ship, as well as our lives.\"

- Captain Quarsh Panaka to Queen Amidala

The most notable R2-series astromech droid was R2-D2. He participated in numerous battles during both the Clone Wars and the Galactic Civil War. It was R2 who helped deliver the Death Star plans to the Rebellion, allowing their victory at the Battle of Yavin, and a message from Princess Leia to Obi-Wan Kenobi, which caused Luke Skywalker to leave Tatooine and go on to become a Jedi Knight.

Ever since the droid came to the public's attention shortly after the destruction of the first Death Star, despite having played a major part in many previous events, sales showed their highest increase since the launch of the series. IA resisted the urge to feature R2-D2's heroics in its HoloNet advertisements released after the fall of the Galactic Empire for fear of alienating New Republic leaders.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: light, mending, minor hologram, on/off 1st Level: decryption program, oil slick, repair droid, smoke cloud, target lock 2nd Level: lock, release.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NGEzZGNmOTU0OTg1","name":"Shockprod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"t0N0xgvDSaP1MSHS","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"E3t4oQEGTjuwMvyt","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.q15Watfzi4E5yzUm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp","effects":[]},{"_id":"6vieLGdR8BSqN9bk","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"fOxY7RjHhhaVqwyF","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"yHWvAF5UwZQV9hCU","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"gc2qVAZ3dfJSNuGs","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"eiK4NvMHjfw4sIlh","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"riXDB2AkVGmwNLaN","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"INcAw0gfUqQNjRZE","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"PnEgryUfJf3JYlry","name":"Lock","type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1050000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QKVor2AGtFgrOjox"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp","effects":[]},{"_id":"KQjJo9mL1JsaHnp9","name":"Release","type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RCV218zYuFFEyWUY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp","effects":[]}],"effects":[]} -{"_id":"5isWvuqOxpf06rVH","name":"Kaadu","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d10+2"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

Kaadu were large, flightless reptavians that inhabited the swamps of the planets Naboo and Obredaan as well as the moon of Rori. Gungans frequently used them as mounts.

DesignationNon-sentient
ClassificationReptavian
Average height2,24 meters
Average wingspan1 meter
Skin color
  • Yellow
  • Orange
Eye ColorBlack
Distinctions

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

The kaadu was a two-legged reptavian at home both on land and in the water: they were excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They were very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu came in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.

Kaadu had sharp hearing and a keen sense of smell. They lacked upper incisors, and as such were unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.

They could be found in huge herds, with the total record documented as 3.4 million animals. They often had close familial ties. Kaadu females laid their eggs on land, often in fields. Because predators such as the peko-peko ate kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.

Kaadu were known to be fearless, and many were domesticated by Gungan warriors as steeds during times of conflict, or as patrol animals to police the Gungan cities. Kaadu were highly loyal to their owners; it was said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge titavian feathers. Officers of the Gungan Grand Army rode into battle against the Trade Federation upon their kaadu mounts.

They were also encountered by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi during their task of finding two missing Jedi Master's in the swamps of Obredaan.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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\"That's not a star cruiser. That's a horse. Horses don't fly.\"

- Cindel Towani

Horses were large, solid-hoofed domesticated mammals with a flowing tail and mane. In some parts of the galaxy, they were used as draft animals, as beasts of burden, or for riding. While \"horse\" was the vernacular name for the species used in Galactic Basic Standard, the technical term used by scientists was equus.


DesignationNon-sentient
Skin color

Varied

Distinctions
  • 4 limbs
  • hooves
  • flowing mane
Homeworld
  • Dathomir
  • Endor

Biology and appearance

The species equus, commonly referred to as \"horse\" in Galactic Basic Standard and \"pulga\" in Ewokese, was a non-sentient type of quadrupedal mammal that lived on many planets of the galaxy and was divided into many breeds of different sizes and morphologies. Large black breeds lived on Dathomir, while smaller breeds called \"ponies\"—known as \"gaupas\" in Ewokese—dwelled in the forests of Endor. The size of an Endorian pony was comparable to that of a young Coruscanti armored rat.

Horses were ungulates, using the hooved tip of their toes to move around. Their long, flexible legs allowed them to run really fast, but they were incapable of flying. Their bodies were covered in hair, and a mane of even longer, thicker hair grew about their necks and heads. A horse's head featured a long muzzle consisting of the lips and nose. The eyes of a horse were on the sides of its skull, and its ears protruded from the top of the head. They came in two sexes, with the males being called \"stallions.\"

Many other species that resembled horses were often referred to as \"equine\" or \"equinoid,\" whether related to horses or not. Such beings included the sentient Nazzar, Svivreni, and Thakwaash. Some believed the Half-Bothans were temperamental or volatile because of their \"equine blood.\"

Behavior and intelligence

Horses could be domesticated so that people could ride them, or to carry and pull loads. For that reason, itinerant portrait photographers were known to bring ponies with them. The taming of a wild horse, however, was reputed to be a difficult and perilous task. The ponies raised by the Ewoks were reputed to be swift, brave and tough.

History

When Cindel Towani was befriended by Wicket after her family crashed on Endor, he showed her an Ewok-made pulga statue, which she identified as a horse, as he misunderstood her request for a star cruiser for a pulga due to sharing the same word. Apparently, at least one world visited by the Towani family in the Galactic Empire had horses.

The Ewoks mainly used small gaupas to ride, but also used large pulgas for heavier loads. In the quest to rescue the Towani parents, most of the Ewoks involved rode gaupas, while Cindel and Wicket traveled in a children-carrying basket aboard a full-sized pulga.

The Force-sensitive witches of Dathomir possessed beautiful black horses, which they sometimes rode instead of Dathomiri rancors. Some of the witches, notably Charal, possessed rings of mysterious origin with strange Force \"magic\" properties that allowed the witches to change the physical shapes of both themselves and their steeds.

Charal apparently brought her Dathomiri steed with her to the forest moon. To lure Cindel into a trap, she changed her own shape into a beautiful lady, and her horse into a white steed. Apparently, white horses were considered symbolic of purity and nobility in the Galactic Empire.

The Sanyassan Marauders under King Terak also used large horses as mounts. It is possible they brought these steeds with them to the forest moon, as Charal brought her own horse. The Marauders crashed on Endor almost 100 years before the Battle of Yavin, and the horses and ponies used by the Ewoks may well have been descended from Marauder-introduced stock.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points.

The

padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/321_-_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"upbLgtP0Msfpo7xl","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

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You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Kq06q14P8LsJ2xuW","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xXPox0rq1Dee1fz5","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

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Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dGXfqi9pOAW3Fpnu","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"VJ6Tj8nV6MaqKEaJ","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R7jI7UCwVkGaQYt2","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WuFvi2pI3DPM9aAA","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EFpJo4uiYmhWLi74","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"63085srzE0MpX4pg","name":"Maalraas","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":"natural armor"},"hp":{"value":33,"min":0,"max":33,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":33,"min":0,"max":33},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerForceLevel":3,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":2,"ability":"dex","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","token":{"flags":{},"name":"Maalraas","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"63085srzE0MpX4pg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2Q3ZDJiMTRiNTk4","name":"Force Sensitive","type":"feat","data":{"description":{"value":"

The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","effects":[]},{"_id":"NjU4OTlhYjI1MzI0","name":"Keen Hearing and Smell","type":"feat","data":{"description":{"value":"

The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","effects":[]},{"_id":"N2NiYWQ3ZGNhZjIz","name":"Mutliattack","type":"feat","data":{"description":{"value":"

.

The maalraas can make a bite attack and a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","effects":[]},{"_id":"YmE5YWNhODhiMDJj","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","effects":[]},{"_id":"ZWI1MWQwNjUzODY5","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/089_-_Maalraas/avatar.webp","effects":[]},{"_id":"tuQD1K1LWDx89T8l","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"68qHl9PatjKTsUfM","name":"Ysalamiri Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":28,"min":0,"max":28,"temp":0,"tempmax":0,"formula":"8d6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":15,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":28,"min":0,"max":28},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 9"}},"details":{"biography":{"value":"

\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

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As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

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The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The troopers weapon attacks are enhanced.

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The trooper can take the Hide action as a bonus action.

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If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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.

The trooper makes two melee attacks or four ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","effects":[]},{"_id":"YWM5YzgxNGFkNWJi","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","effects":[]},{"_id":"YWYwMGRjYjcxNjk1","name":"Volley (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":12,"powerForceLevel":0,"powerTechLevel":8,"xp":{"value":8400},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","token":{"flags":{},"name":"Mandalorian Explosives Artiste","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6MDNWJLJ3hASdivD","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGY0MWZhMTYzZWQ2","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MDUzYjE4NDdhZmIz","name":"Explosives Expert","type":"feat","data":{"description":{"value":"

As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZDI0MzEyM2NkM2Fk","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NDcwNzI2N2UwZTMz","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NjNhMjhlMjI1ZDg4","name":" Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The artiste fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"Y2NlYmEwYjlmNWY1","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The artiste deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MGFhMGU5ZmZkNGYy","name":"Moderately Armored","type":"feat","data":{"description":{"value":"

While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"Njg0NDYyMDdkMjgz","name":"Tactical Technology","type":"feat","data":{"description":{"value":"

When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTE2NjIwZTc0MTZi","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MTA1NjQyMmJkYTQ0","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MzViZTAyNWJiYmU1","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NWZlYzY2OTAwM2E4","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZWM2MzI2M2U3Y2Q0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGU4YjJmMWFkZjVk","name":"Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"M2U0NGMxMTY5Njk5","name":"Offhand Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OWZiYzEzMzAwMTFk","name":"Fragmentation Grenade (6/Day)","type":"feat","data":{"description":{"value":"

.

The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTJkNzFiNDNhYTUx","name":"Paint Grenade (4/Day)","type":"feat","data":{"description":{"value":"

.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ODg1NTQxNjFmZWFm","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTgwNDZhMzZiOGE2","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZGRhN2M3N2RiOTdk","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"J2fGiCMoFrI3pWYe","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"qx0wbVfvM4pvUtI7","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"rY4nENJsidz4wBTh","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"V0KhjaBjTmv2IB6F","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"igrEtQ3KwRKLpKLw","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"iBZRGt4ktbQjWWEw","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"Dml12xHYghhI3LVK","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"XgPBOa9UiPBhQIL6","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"WyKsLbd8a41t4xSF","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"wrMxrldUvfkjpwDt","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"tCBC0TkSYMjpdPlX","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"Ch9vWsaFs12UYL3X","name":"Detect Traps","type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i60B1Lyu97U0VNCI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp","effects":[]},{"_id":"jlv2MERPCe6c3PQt","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"fR2nqsWrbvn7OPXe","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"lME79R9T648SipiO","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"BFOKkDxAuou8yWZZ","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"bVS77MXwzVWiaVYc","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"CVSJ6LebBB7te9ci","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"BaZWIIHu6FJD5Crm","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"92gBOOxPcgEHPMHI","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"OJqKIM7OJmKgYQ0f","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"9cJBhtsi6ztwUFSp","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"QhJ1YkhqPKEN13ch","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"qcd029nu1AvRePfC","name":"Sensor Probe","type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (zebrak)","environment":"","cr":19,"powerForceLevel":11,"powerTechLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Zabraki"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","token":{"flags":{},"name":"Sith Blade Dancer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6NmYXuJu3gqBOobs","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MTc4NTllYmRmMjBk","name":"Channel the Darkness","type":"feat","data":{"description":{"value":"

As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"NzQ0NThkN2ZjYTdh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick,

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"ODdhNzA1ZGU4NmZh","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"YzY2ODc5MThkYzFl","name":"Second Heart (1/day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"N2RlYTdhZDZjN2My","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"ZDEyYThjNTlhNDM3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmUyYzVhYjI2ZmNh","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"NzBiYzg0MjhkZjEy","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"img":"systems/dnd5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"MjhjNzkxMDllMjkz","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MzhlZWI4YjUzYmNi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MDM1ODJiM2RjMzBl","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MucWkD6zjrByTrNO","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"BeLNgKhPSzEVEfzH","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"eUszmjJtC1Ga02Kh","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5cEWmc4Y1XWPkdSq","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aypqzNtmQIZ0govt","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6y7nFZDDCOhI4KGy","name":"Locate Creature","type":"power","data":{"description":{"value":"

Prerequisite: Locate Object

\n

Describe or name a creature familiar to you. You sense the direction to the creature’s location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The power can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the power doesn’t work. This power can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bsTG22DqTxo7WQta"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mb6HRZIURjyrY1pM","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1OQ3brNpqlFiOzXl","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"TlzqmhLrzHImllfP","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gkcB9xzqGFOma2MZ","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"Vtfrye0TIc1Dpl2m","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"uH2RVMKKVgPnj6G0","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"qTt04jR5DmUyBaDh","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R4AlhmYDSo4mYtwg","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"UpVgwya0u7HTmi1T","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TmHvD6vjoYSOHTAe","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lI2QVXu1lUQdk2TJ","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UOchFXPtGCLqX07L","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"W2Jc2WybTc2nCZIj","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"pFs93AuOtig7Kb7M","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"1XzTusFcn5UAljuQ","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ftApu9513eoPNSU4","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"SaBKGROaoYXueLND","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"6RPcEZqbFBWSVDh1","name":"AT-ST","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":1,"min":3,"mod":6,"save":10,"prof":4,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"—"}},"details":{"biography":{"value":"

\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","petrified","restrained","stunned","prone","blinded","charmed"],"custom":"Incapacitated, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","token":{"flags":{},"name":"AT-ST","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6RPcEZqbFBWSVDh1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzczNDYyZmQzOGU0","name":"Towering","type":"feat","data":{"description":{"value":"

Creatures of Medium size or smaller can stand in the AT-ST's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"NTNlMjUzOWY0ZWZk","name":"Piloted","type":"feat","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-ST's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

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Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone scout troopers, also known as clone scouts, were specialized clone troopers that served in the Grand Army of the Galactic Republic during the Clone Wars. Trained for reconnaissance and warfare over difficult terrain, a battalion of scout troopers deployed to the planet Kashyyyk during the final days of the conflict, and fought alongside the native Wookiees against the droid armies of the Confederacy of Independent Systems.

History

Clone Wars

Clone scout troopers were a variant of the Galactic Republic's clone trooper, trained in reconnaissance and warfare over difficult terrain. Before larger troop actions, small groups of the scouts were deployed to survey territory, and, because of their survival skills, they were suited for fighting in wilderness conditions.

During the final year of the Clone Wars, the 41st Scout Battalion—led by Jedi Generals Yoda and Luminara Unduli, as well as Clone Commander CC-1004 \"Gree\"—was deployed to the planet Kashyyyk to aid the Wookiees in their fight against the Separatist Droid Army. As Confederate forces stormed the beach, scout troopers were tasked with defending Kachirho, the capital of Kashyyyk. Using barricades and trenches as cover, the scout troopers and Wookiees engaged the battle droids in a brutal confrontation. A number of scout troopers acted as sharpshooters along Tree Kachirho whilst many more lined the top of the seawall. During the battle, Commander Gree received Order 66 from Supreme Chancellor Sheev Palpatine and proceeded to carry out the order. He approached Grand Master Yoda and the Wookiee generals, atop a high command post overlooking the battle, and prepared to fire on his commanding officer. However, the Jedi felt a great disturbance in the Force, as Order 66 was carried out across the the galaxy, and beheaded Gree and another clone before they could execute him.

Legacy

After the Galactic Empire was established, the Grand Army of the Republic transitioned into the Imperial Army and Stormtrooper Corps. Like the Republic, the Empire made use of its own scout troopers, who saw action throughout the Imperial Era.

Equipment

Clone scout troopers were equipped with camouflaged Phase II ARF armor and were trained for reconnaissance. Scout troopers also possessed survival gear and had macrobinoculars built into their helmet.

For general information about troopers, see Trooper

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The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok hunter has advantage on attacks againts creatures that it has surprised.

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The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Hunter makes two attacks.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Lando Calrissian

Landonis Balthazar Calrissian, simply known as \"Lando,\" was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City and, later, a general in the Rebel Alliance. Born on Socorro, he was the owner of the Millennium Falcon before losing it to Han Solo in a game of sabacc on Numidian Prime. After losing the Falcon, Calrissian put an end to his days as a smuggler and became an entrepreneur, setting up a small mining operation on the planet Lothal before eventually becoming the leader of Cloud City in the skies of the planet Bespin.

During the Galactic Civil War, Darth Vader arrived on Cloud City in order to lay a trap for his son, Luke Skywalker. As part of the trap, the Dark Lord of the Sith forced Calrissian into tricking a group of Rebels, including Solo and Princess Leia Organa, leading them to Vader himself. Though Vader promised to leave Cloud City without an Imperial presence, Calrissian felt the deal had been altered to the point where he could no longer tolerate it. Calrissian alerted his citizens to the Galactic Empire's presence and impending occupation, and he ordered an evacuation. He helped the Rebels try to rescue Solo, who had been frozen in carbonite, from Boba Fett, but the bounty hunter escaped.

Calrissian joined the Rebel Alliance and set out to find Solo. After locating him in the palace of Jabba the Hutt on Tatooine, Calrissian aided in his rescue. The Rebels returned to the fleet and Calrissian became a general, volunteering to lead the assault on the DS-2 Death Star during the Battle of Endor. During the battle, he piloted the Millennium Falcon into the battle station's core, firing the shot which destroyed it.

In years of peace after of the Empire's dissolution, Calrissian started a family and fathered a daughter. However, while she was only an infant, his daughter was kidnapped by the First Order. Six years later, he embarked on a quest to the desert planet of Pasaana with Luke Skywalker to find answers about the growing darkness in the Force, but failed to uncover anything. Seeking to bury the pain of those memories, Calrissian settled on Pasaana and led a solitary lifestyle where he was known as the \"Hermit\" to the native Aki-Aki. He lived alone for some years while keeping contact with the Solo family and was later asked by Organa's Resistance for his aid in the war against the First Order.

In 35 ABY, Lando helped the Resistance and reunited with his old friend, Chewbacca. Calrissian played one more role in the fight for galactic freedom as he brought an assembled galaxy fleet to reinforce the Resistance at the battle at Exegol, from which the Resistance emerged victorious.

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When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene\u0000ts:

After analyzing a hostile creature, the Baron can use its Intelligence modi\u0000er instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

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On each of its turns, the Baron can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

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Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e\u0000ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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When the Baron fails a saving throw, he can choose to succeed instead.

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The Baron can take a second reaction each round. It can only take one reaction per turn.

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The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

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When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

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If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

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The Baron makes three weapon attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 14 (2d8+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"NzYzM2UyNGNmZTc4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"ZDFiOTc4YTUwYjk4","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"M2I4ZGRjOWQyNDE4","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"8swzEmd7FbiOAM5b","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"RUFrbHvMaa7hlYKI","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X3x2WFqOi6LhCBpu","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"rsfe6SuC67x7f5OD","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"Vrzs3Csa5bMBUvVX","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"YvlPA4g5siUHCiWZ","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"U9CNJOzCOPB7AVU7","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WBPvWT5Wi7SNAgYK","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"ngwDg6Y4hhsV58RK","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"iGfTEW41sozTa3JT","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"ZCJtQ8I1gVuv2dpl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ViToiAhGigFrMS36","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"79KIZMhnhxzLesuw","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"h3fAu2O7IOVY3UTG","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kD1d9yO1tac5NsJm","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

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You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"OWVlMGYwZmE5Y2Zk","name":"IWS Sniper Mode","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YzhmMGI5ZmM2YzYx","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"Bx43gpoVxKQjzdDE","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

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A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) energy damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small mynock. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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DesignationNon-sentient
ClassificationSpider
Skin color
  • Grey
  • Red
  • Green
  • Blue
Eye color
  • Yellow
  • Blue
  • Red
Distinctions
  • Intelligent pack-hunting behavior
  • Tracking skill
  • Thick immobilizing web strands
  • Poisonous mandibles
HomeworldKashyyyk
HabitatJungles and caves
DietCarnivore

Wyyyschokk were a species of spider that lived on the planet Kashyyyk. Both highly intelligent and extremely hostile, they could ensnare prey by casting webbing at them from a distance, and would often wait to ambush their prey by attacking them from above or below. A notable subspecies was the Albino Wyyyschokk.

Biology and appearance

Wyyyschokk were a large species of spider native to the planet Kashyyyk. Wyyyschokk were highly intelligent and hostile to most sentient lifeforms. They were capable of launching a web-like enzyme from their mandibles.

An adult wyyyschokk was capable of laying up to 1,000 eggs per year. To protect their young from predators, they crafted extremely durable egg sacs out webbing, saliva, and a unique secretion from lymphatic nodes under each leg. Once an egg hatched, it could take the young wyyyschokk up to five days to eat their way out of the sac, leaving them ravenous and ready to attack anything on sight.

Behavior

Wyyyschokk were known to attack by casting a web-like enzyme at their target, and would often attempt to ambush prey by dropping from the forest canopy or hiding underground.

The species was so prevalent on Kashyyyk that at least 15% of the planet's forests were estimated to be covered in their webs. Due to this, young Wookiees were taught to defend against the creatures at ages as early as three years old.

History

In 14 BBY, Cal Kestis encountered and was attacked by several wyyyschokk (including one Albino) while exploring Kashyyyk.

A blue wyyyschokk followed the Imperial stormtrooper Wayson Dower after his platoon was decimated by Wookiees. After he regrouped with two other troopers—Milo Strander and Sterns Yennich—the spider continued to track the trio as they made their way back to their drop zone. Yennich, unaware of the danger, stepped into a clearing lacking adequate protection from below, and was attacked by the spider. After slicing through the trooper's leg armor with one of its legs, causing a large amount of blood to flow, the wyyyschokk bit through the bark Yennich was standing on, piercing his chest. Curling into a ball due to the venom, he offered no resistance to the spider, which pulled him down for consumption.

About 2 BBY, Sith Lord Darth Vader sent his secret apprentice, Starkiller, to raise an army to oppose the Galactic Emperor. In order to gain the help of Bail Organa of Alderaan, he journeyed to Kashyyyk to retrieve the senator's daughter, Leia Organa. Making his way toward the Imperial skyhook anchor facility where she was being held, Marek encountered several giant weavers lying in wait for him. He barely survived the ambush and thereafter traveled through the upper levels of the jungle canopy.

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The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"NTYxOTllMjE3ODY4","name":"Web Walker","type":"feat","data":{"description":{"value":"

The wyyyschokk ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"ODFkNTc2Nzg3MTA1","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

The target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"N2Y5OTMxZDczOWVj","name":"Web (Recharge 5-6)","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["0",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]}],"effects":[]} -{"_id":"90lWGJxvb3YCoO7Q","name":"B1 Series, Squad","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d12-20"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The squad fires en masse at a point within 150 feetEach creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Warrior makes two meelee or ranged attacks with its Shoni Spear.

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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.

Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"OTc4ZmJjMjVlNDk3","name":"Bioluminescent","type":"feat","data":{"description":{"value":"

The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

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The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"YTBiZTU4ZTRiMzU3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"MmYwMDZlY2JjYWMy","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"MzYzMjAzMjFlZWQ0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"ODY3M2U2ZTJkNGJj","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"ZDZkM2ZjMTE0MTg1","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"YjEwMzJmYzhhNWE0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The inquisitor makes three spinning doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODc1NjBlYmUzN2Rm","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"YzM4YTI5MjI5MGYy","name":"Dark Lightning","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"m0wW7sN0bIGKoqCr","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"6rhRcZb2ZAHaoLvP","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qD7yFh2DItRxp2ax","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ix3Nsxhr45O5Do3U","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ucU1sKT8HB37Th3A","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"4CKyeOOOFth2KozW","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"XggpTnPQBgI827Eg","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2Mui3nVr3bNWNCMt","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"2bEZYq2eKeti6sL8","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"BcIQAxQ64ENYxycO","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"hiErhW1jixclcfbP","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"rdCPRwT15qyLcNqF","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"WKejhNliU2zaO6J8","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MaxoSlpMzPO4v9fx","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

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Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jaPq6CPSlnCUyzm1","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Neutral Balanced","species":"","type":"beast","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Energy And Kinetic Damage From Unenhanced Sources"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","token":{"flags":{},"name":"T'landa Til","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9RSXTks8f5lGNphB","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWIxZmQwMjY0Mjg5","name":"Trampling Charge","type":"feat","data":{"description":{"value":"

If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","effects":[]},{"_id":"OThiNGZlMDg4ODIy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The T'landa Til makes 3 attacks one gore attack and two stomp attacks

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","effects":[]},{"_id":"MTQzMzUzZmFkMjAx","name":"Stomp","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","effects":[]},{"_id":"YWMwYzkwZWUwYzMw","name":"Mating Call (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NDBkMzRmNzI4YWUx","name":"Swift Responder","type":"feat","data":{"description":{"value":"

The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ODYyYjZjZTRkMTMz","name":"Ranger's Quarry (3/day)","type":"feat","data":{"description":{"value":"

Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NzU1YjY2YTZhY2Qx","name":"Accomplished Ambusher","type":"feat","data":{"description":{"value":"

When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZTVkZjc4NjUyMGMy","name":"Mark of the Stalker","type":"feat","data":{"description":{"value":"

When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NTk4ZDk4NWRjMTJm","name":"Concealment","type":"feat","data":{"description":{"value":"

While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZDFlNjQ3OTk4Yjk0","name":"Hidden Crippler (3/day)","type":"feat","data":{"description":{"value":"

When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NmI3ZGFmMGFkMWNm","name":"Techcasting","type":"feat","data":{"description":{"value":"

The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"Mjc0MGEwYzUyYTdm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MmQyNWQzYzhjNmE4","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"],["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZTY5MzBjNWE4YzAw","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NTY0MGUxY2I2YzMz","name":"Disruptor Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"MWQ4ZDIwYjM4NTNi","name":"Carbonite Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"nSHUW3N15TtvPuFX","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Q7SHMVpzNbtU13xA","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"oZYfzRWxh3VKdg8k","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"qzBJPCgonM5roZo1","name":"Vortex Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jWQweA9GtEI825aa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp","effects":[]},{"_id":"Op0OmzqstozppSel","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"geywERL4SpoNyAZw","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"R4PzUV96OE89TAnZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"7Thx2oExBaxqrLWu","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"Mizx3JdpsxV2y63r","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"hcOVp4pf8FX9ZWvS","name":"Greater Hologram","type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.j9etZuLOpJpFO1Hx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp","effects":[]}],"effects":[]} -{"_id":"9Ss7PIjerzihILrg","name":"Jubba Bird","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":5,"min":0,"max":5,"temp":0,"tempmax":0,"formula":"2d4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":5,"min":0,"max":5},"bar2":{"value":13,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.25,"powerForceLevel":1,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Understands Galactic Basic But Can't Speak, Telepathy 60 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","token":{"flags":{},"name":"Jubba Bird","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9Ss7PIjerzihILrg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MGJiMzBiMDg0YzRh","name":"Advanced Telepathy","type":"feat","data":{"description":{"value":"

The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","effects":[]},{"_id":"MDlhZjlkN2U3Yzlk","name":"Force Sensitive","type":"feat","data":{"description":{"value":"

The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","effects":[]},{"_id":"NGZlNDI3MGM5ZjRl","name":"Talons","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","effects":[]},{"_id":"AsNVzD6RAtWDQJyi","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NmE3ODBjZjljNzZm","name":"Combat Caster","type":"feat","data":{"description":{"value":"

When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"NjIwYTgyZmIyMTM2","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"M2RkNzgzZjQ5MWM3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"YWI4Y2U3MDIzYzE5","name":"Force Shield","type":"feat","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"MWQyMjNmMjhlN2Yw","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"YThmMjYxZjMwYzdh","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master can make one shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"MTJmZDRhYzQxZTI5","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"ZmU5NjQwMGQ2ODgz","name":"Preserve Life (Costs 2 Actions) ","type":"feat","data":{"description":{"value":"

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The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"iZ19KsaiycXxWJTs","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6hy9dqmLGOU1rpSw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"w6i0rholWopGhi8Q","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JV8cZi42R2di5fmK","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Q4bulwUQNSr1FEis","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"5dAMWXmlXjrV7KEV","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"kAtxA2sbeSDWp7vt","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bpN75imA1C36hfjL","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"n7Y2lUZ6HPdJkFCE","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fISdqYYiUBJE8tnV","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"tMJDH455L2LvkK6k","name":"Danger Sense","type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WBNy29tnkclypOVZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vUZ8GSxjGtAvjZ0h","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4Mwi9QuT3mlw2qTn","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QCPn8FRFuw7oJNg6","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"zWhhzy0QkyLmXOqb","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"tWjhx9QOySA8lp6A","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L86Sk8wJ98kSFL8b","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"x6tGt5pYalLOKJsc","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NEEUc2LenrhVdP7Q","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"o8icugRQlWdOOECi","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"3VkAoeXrfZg5BZs1","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Abaa83qnJtjkor69","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mSAerg4db0JrWsku","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"kaM2DQeN4sKFgo3q","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qHEvh1NmomRtO6K0","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"j8mQHfEsK1cDvPRS","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kNn6rJ39uQVjjtmt","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8jDOY3MBkIjlydoT","name":"Skill Empowerment","type":"power","data":{"description":{"value":"

Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5tAwilkRcZsTc62q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FyMOritZeS4AhayM","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XcHTcTvNRiKpQZu5","name":"Greater Heal","type":"power","data":{"description":{"value":"

Prerequisite: Improved Heal

\n

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.K0AsOF4VRvKvftYD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Heal.webp","effects":[]},{"_id":"r120pJ7G8GW1XnuF","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KHfHQNA74eifGQzl","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XIay7CMLnXNoCKO1","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QktMb1Oump3Qjkl9","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"190pTiRNp7Xeg3Ho","name":"Force Mend","type":"power","data":{"description":{"value":"

You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

\n

If the creature has a severed part you hold it to the stump, the power instantaneously causes the limb to knit to the stump.

\n

This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u91uDdCIN7FvEBzx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4O4vhtrPB7FEiTx8","name":"Improved Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Revitalize

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 1 hour. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds and restores any missing body parts.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gpUbIaRtv1y7qinF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GNIN9omKLVqrTo9Q","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"w0hocenEPw04yVgT","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"URdUz4T1M9xw6XYe","name":"Force Link","type":"power","data":{"description":{"value":"

Prerequisite: Force Meld

\n

You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MEcTbI8Y4xotnJwl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"i7rOcKkarO600acI","name":"Mind Blank","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trap

\n

Until the power ends, one willing creature you touch is immune to psychic and sonic damage, any effect that would sense its emotions or read its thoughts, and the charmed condition. The power foils powers or effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uJrlI81nVVpRgYHP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DrRmhPzJOvfkQzQh","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZDDZcue0gd1YK1QS","name":"Master Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Improved Battle Meditation

\n

You exude an aura out to 30 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"cha","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wYU8UqUwJVpOQpRK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Battle%20Meditation.webp","effects":[]},{"_id":"mIgQC2j4xoQP1Ugc","name":"Master Heal","type":"power","data":{"description":{"value":"

Prerequisite: Greater Heal

\n

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.l2O0YEzxgHek0gpL"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Heal.webp","effects":[]},{"_id":"BuD2xr6TtAPnNK2E","name":"Precognition","type":"power","data":{"description":{"value":"

Prerequisite: Danger Sense

\n

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HqxcYlFOZJZ91a98"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dkUiY7m0TsvbSuy4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"A7iIjwvbXpwiPiUP","name":"Joben T-85 Speeder Bike","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":""},"hp":{"value":39,"min":0,"max":39,"temp":0,"tempmax":0,"formula":"6d10+6"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":70,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":39,"min":0,"max":39},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"—"}},"details":{"biography":{"value":"

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Joben T-85 Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

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The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

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Opportunity attacks against the aquatic Jedi master have disadvantage.

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The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

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The aquatic Jedi can jump 40 feet.

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The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MmFiYTIxNGJjMTA0","name":"Kinetic Ward","type":"feat","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"OGFkMDgwNDY1MTZj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YjUyY2Y2ZWE3YzIw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"NDY1ZDA2YjhmOWMz","name":"Force Bubble (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"NDU0MGIwZGQ5MGM2","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"ZWE0NTZkZWU3ZGNl","name":"Move","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MGZmMTA0M2M1YWI3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"4VKljWeZl3JeePIN","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"MB3QQW5cZA7UIcXT","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"SkJ4WK9muILzKg7I","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"i0gYHXhXUTuwbQrQ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zgRJ6jn1S01VxrpJ","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"dUZlRLWIQEm9PRio","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"tKvJ4FpuMMIPQ3ct","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"68qzMpD23TjIvpDJ","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"61Wmow738QMQGM6z","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jqlfq4k0eZ09AznF","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"5Jg1FOPEkmPyEiVo","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZHaf16mWb7ZK2JqM","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1nJgexyuzC4i7zwc","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DM9boK9wHq67q7t1","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MPxoQFSSCB5OeIdq","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RMH3uXbcfHgI0e4m","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U8HwG8yOVFuxllcz","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"71AWOx7CkqFFmuqb","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JeScoX61B2fzKnbz","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"QEL6QV0aC2Nhnntp","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"MqWQGVbBhypbU17v","name":"Grasping Vine","type":"power","data":{"description":{"value":"

Prerequisite: Plant Surge

\n

You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.

\n

Until the power ends, you can use your bonus action to have the vine lash out again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gtBIhjewL9Ie8Qdx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T2uo8H1SrhP4i2jV","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"wzud1crwppLAvCNd","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"zgl6nRoia3UE3MKS","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V2TzfnwynDQ1F4rS","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"C8AN5LW3YeGGbVGD","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JN6pAxZIO2qxrmSe","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} -{"_id":"AUGkWC33WF1utw6e","name":"Bogwing, Greater","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 13"}},"details":{"biography":{"value":"

\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can climb metal surfaces, including upside down on ceilings, without needing to make an ability check.

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The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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The droid makes two slam attacks.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

\n\t\t\t\t\t

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

\n\t\t\t\t\t

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","token":{"flags":{},"name":"E-Web Heavy Repeating Blaster","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AicQEcAxbvY8cZs6","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE5ZjQzMWU4ZTQw","name":"Circuitry","type":"feat","data":{"description":{"value":"

The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

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When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The turret makes two burst attacks.

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.

The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

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.

The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"NjhhYzgwYzY3MzU2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"MGM5MDQ5M2Y4Mzky","name":"Conquering Presence (1/Day)","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"MmE0NGQ5YzE3NjY2","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"OGI4OTRlMGI2MDg0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"NDFlMGJiNzQ5ZWMx","name":"Force enhanced Greatsaber (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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.

Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/405_-_Sith_Juggernaut/avatar.webp","effects":[]},{"_id":"Du84VzoDUBTDHHQn","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"xDG2bZVVusxoQS5a","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"9sJHDZd3d53XwGwS","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"vUAUw95ZzKkjeYFi","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"xRvUYBcCAAFCYklv","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"otcrneABqvIny5KZ","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"ja5PIQT4YXugz6zA","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"rLDhoZ9KIoPAu01E","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dPzvdtn1hD93adio","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"8uqILNXZUvHRLrdJ","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"6qdX4JG9Bpj2HOe9","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fbiyvijRTE3gym0z","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"wtloWcQBOaPg30sO","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"gbiBQzJ0rD6XkZ6O","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CIIozYDHtyGjKLfA","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"SHSBeESiHv5rIRyk","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"uqSxnPGQtgRZVFSo","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"oql11GoJWqNJG3HH","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"XqEl5YGKzrHBWnwm","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"Ay2vwmKbG0OXMG3R","name":"Explosives Specialist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"battle armor"},"hp":{"value":39,"min":0,"max":39,"temp":0,"tempmax":0,"formula":"6d8+12"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":27,"min":0,"max":27,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":39,"min":0,"max":39},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":6,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","token":{"flags":{},"name":"Explosives Specialist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Ay2vwmKbG0OXMG3R","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWJiN2RhNDEyMTU4","name":"Techcasting","type":"feat","data":{"description":{"value":"

The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MjFkM2NlYjQ3NTNk","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MzczYWE4Y2YyYWY5","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"YTlhZjY0OTQ2NGJh","name":"Breaching Charge","type":"feat","data":{"description":{"value":"

.

After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"M2YwNmI0YzdhOWQ4","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MGYxYTQ0YjU3OThh","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"NmJlMDZkMWYzZDM5","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"1ut2WpFwi8WWQCxh","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"gKg4A5LmowAN6Qmm","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"ZM92FAN1w5qgq9gP","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"KvHeKk0Z4NC3IEl8","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"1AHJGIrCvRhPMc8R","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"BfsahgZGdm1iWyp7","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"hp8G4xM0a0NydNpP","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"wfJhz7bs29rw6SPO","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"IEZyMkwiAjZ9KGdq","name":"Release","type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RCV218zYuFFEyWUY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp","effects":[]},{"_id":"JNWydhXgRJEiqR2O","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"pjAJmPjCiofvgUM5","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"iLdLHts3mKokqP8L","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]}],"effects":[]} -{"_id":"B3hsk5VlSliDhsdS","name":"Trooper, Mounted","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":""},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":19,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","token":{"flags":{},"name":"Trooper, Mounted","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"B3hsk5VlSliDhsdS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MGU5OTUwOTAxZDZh","name":"Charge","type":"feat","data":{"description":{"value":"

If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"Y2QwNWVjOWVhZTAw","name":"Locked Saddle","type":"feat","data":{"description":{"value":"

The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"ZjQzNjQwMjI2OTBm","name":"Mounted Warrior","type":"feat","data":{"description":{"value":"

While the trooper is mounted, the mount cannot be charmed or frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"ZjAxMTdhNmRlOTM3","name":"Vibrolance","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"NGRlNzczNDEwODg3","name":"Assault Cannon","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"YmU3ZDFmODY0MGRh","name":"Trample (Mounted Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"NWU4ZTk4NjNlMzI1","name":"Flamethrower (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

.

The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]}],"effects":[]} -{"_id":"B3paw8N27fJuFYdI","name":"DRK-1 Tracker Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":""},"hp":{"value":1,"min":0,"max":1,"temp":0,"tempmax":0,"formula":"1d4-1"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":5,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":1,"min":0,"max":1},"bar2":{"value":11,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"

\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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.

The gundark can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"N2FlMzcwODlhOWQw","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the spirit fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"MTMzZjI2MDU3Y2Jj","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The spirit has advantage on saving throws against tech powers.

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.

The spirirt attacks twice with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDE1M2Q0MzQ3OGQ3","name":"Force Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+6","energy"],["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"YWViNzI1MDA2NDFm","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The spirit teleports up to 120 feet into an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"NzM0M2FjNjUyOTNl","name":"Attack","type":"feat","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"MDJmMmJmOGU0ZWI2","name":"Dark Lightning","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"OWE0ZTBmZDhhZjJj","name":"Sow Discord","type":"feat","data":{"description":{"value":"

.

The spirit casts coerce mind or fear.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"Y2Y5YzZmMTIyNGE5","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The spirit uses its teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"i1fwxGQ5r1BiwJjI","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MA4yP50agw6PDg64","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"g3OBMOXZOlYSUawH","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"HbZnMRrHdmoX9lmW","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QdOLnoPYyuAuwroD","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZHP2jKPWbRF2cPzY","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"GGs1p4X4b6zfzcYN","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"tnZEUDHDdtg7bsY0","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VAHEw4RNjDomFSgX","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"yxkzDfJYwhRqt4Rk","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7DibqnPquXPjym0N","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kiXWkMF5x7IzjqZ5","name":"Dominate Monster","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Mind

\n

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

Force Potency. When you cast this power with a 9th-level force slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Mind Power"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.AnqVVfHnV36f7OnA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Monster.webp","effects":[]},{"_id":"kIwWZj250rQIWr71","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wfnrdX9pOI57XERI","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (duros)","environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":11,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Durese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","token":{"flags":{},"name":"Armstech Specialist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CZ3HOHKS70nj4F9c","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTU3Y2ZmNDA2NDY4","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NDFjMjY2ZWQzMzEy","name":"Potent Aptitude (3/day)","type":"feat","data":{"description":{"value":"

The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"ZjYwMDNiM2FlOWFl","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The Specialist has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"Y2Q1Y2MyODQ2Nzc1","name":"Close Call (3/day)","type":"feat","data":{"description":{"value":"

When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"MDNiNDRhZTliMTIx","name":"Weapons Tech Enhancements","type":"feat","data":{"description":{"value":"

The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NjU4ZGU0MDY2NTBl","name":"Snap Fire","type":"feat","data":{"description":{"value":"

The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NmNhZmIwNTVhM2Ix","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+7","energy"],["3d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"ZGM1MTM1NmZjZmM3","name":"Bayonet","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (1d6+7) kinetic damage plus 7 (2d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","kinetic"],["2d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"oOAyAgQJWchx6zB6","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"v2Y5SxxDyKUrZdrN","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"Ua45nJ4iVqgg35xy","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"B3rGtliMbCMYVBcZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"uJiCNkwtlpqGZyCc","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"9SwiBdkpvVI1Mg6c","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"Pq19JTsalyFUeNKN","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"d38JErcxOuYo3i8J","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"H3JGx1CR6Iufktmp","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"D02bktqrUKvxGI53","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"VhVdmX8zxWmGZmqX","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"Anoncej2UCyaXl5S","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"h5QZmGYprdz2Oq7r","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"2Z0Eg3hK44WFOn4X","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"8iqtfGA54LLSZIz2","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"z2wNqxW2DU80o6Nv","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"7JcMLXRlA1JPbVf3","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"dBdvpo9UFXUnyPvA","name":"Shutdown","type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.MQnk1dyfbYgXh2Ns"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp","effects":[]},{"_id":"kuwbj3JvjYTHr3Hb","name":"Paralyze Creature","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XkEm103IydE75jWD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp","effects":[]},{"_id":"qHsUIF0JB3W0O2KM","name":"Firestorm","type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xsY1jAc9qw4t308"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp","effects":[]},{"_id":"LfUKu0Vsw8zwhs36","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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The clone engineers, also known as clone combat engineers, were members of special Combat Engineer Battalions in the Grand Army of the Republic that were well versed in a range of engineering techniques, from repairing vehicles to performing demolitions work.

On Kamino some clones were randomly chosen to become engineers and became attuned to their vehicles and idiosyncrasies. On the battlefield they were assigned to heavy artillery units, such as HAVw A6 Juggernauts and SPHA units for armored ground assault.

Clone engineers were equipped with dispensers that held bacta and ammunition, as well as F-187 fusioncutters that enabled them to repair vehicles, turrets, medical and power droids. They were armed with detonation packs for sabotage and shotguns, or blaster pistols in case they had to engage enemy units.

During the Phase I stage of Clone Troopers, the Grand Army of the Republic utilized repurposed clone pilots to fulfill the role of the engineer, and preformed many of the same tasks with slightly less specialized kits, many keeping their DN Bolt Casters in place of shotguns.

Various Galactic Republic military units were known to include Combat Engineer Battalions, such as the 38th Armored Division or the famed 501st Legion. Engineers played crucial role in the Battle of Thule, where they were deployed into energy farms to take down their enemy's shields, leaving them vulnerable to attack. Clone engineers were also charged with constructing outposts in the name of the Galactic Republic.

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The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Sapper has 7 tech points and

knows the following powers:

At will: ion blast, ionic stike, on/off

1st level: oil slick, overload, energy shield

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 5 (1d8+1) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/avatar.webp","effects":[]},{"_id":"gqg7nS00mpsFlvyj","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

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This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

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You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

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The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/310_-_AT-PT/avatar.webp","effects":[]},{"_id":"YmU3ZTdjMTI1Y2Ez","name":"Vulnerable Interior","type":"feat","data":{"description":{"value":"

The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/310_-_AT-PT/avatar.webp","effects":[]},{"_id":"NTlhNjJlZjZiMjA0","name":"Mortar Launcher (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/310_-_AT-PT/avatar.webp","effects":[]}],"effects":[]} -{"_id":"CpD0WDydgYcA6puE","name":"Knobby White Spider","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":112,"min":0,"max":112,"temp":0,"tempmax":0,"formula":"15d10+30"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":112,"min":0,"max":112},"bar2":{"value":15,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"


HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

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The Bogan's attacks are enhanced.

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The Bogan does not provoke attacks of opportunity while flying.

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The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

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If the Bogan fails a saving throw, it can choose to succeed instead.

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The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"ODNiZDY1NDcwYWMw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NTkxNzY1ODk5OTRl","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"YjQ0YWMxY2EzZmE2","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"OTFhNzU4ZmQ4Mjgx","name":"Wing","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"NmQ0MjI0ODFkZmQ3","name":"Blade of the Darksider (one handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"ZGI2YTg2YjQ0MmQw","name":"Blade of the Darksider (two handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"YTY3ZDQyNGRiOGVk","name":"Hide","type":"feat","data":{"description":{"value":"

.

The Bogan takes the Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"NzRkNmVjMzJiY2Y0","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Bogan teleports to a location it can see within 100 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"MGE1Zjg4NzgxYTcx","name":"Innate Power (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Bogan casts an innate power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"YTBjMzc4NGZhOTVh","name":"Shroud (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","effects":[]},{"_id":"YXx2OdkxjRSi1uLD","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"W2yKkHSOjCObXYyT","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"8Yi0C22oPdXFxkS6","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"aN4SRrasod13DJA1","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"2a8ZEQoFOvgHQIAO","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fsRCvVHEl19sbyFx","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VYSiKuMvlff40o2","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zdyGXCSH0Cnstz1j","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"hXsqT0q4z1sLd1Tw","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"5uPhQavEj2GfpJcM","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"r7gC4df8pbkqnade","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"h4pi8SfENBnsFGdi","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"CzYmoWxS90m0aDrq","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"eMMjvdhrNWzx9c2Z","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yOtKGEfGZMNOrbWh","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"92VTE8e7QLRys5EK","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]}],"effects":[]} -{"_id":"CyN58TMD8m7nzq4R","name":"Porg Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":24,"min":0,"max":24,"temp":0,"tempmax":0,"formula":"7d8-7"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":24,"min":0,"max":24},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 15"}},"details":{"biography":{"value":"

\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

","public":""},"alignment":"Unaligned","species":"","type":"swarm of Tiny beasts","environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":15,"prof":4,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/256_-_Porg_Swarm/avatar.webp","token":{"flags":{},"name":"Porg Swarm","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/256_-_Porg_Swarm/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CyN58TMD8m7nzq4R","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDAxN2ZmMTcyNmYx","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The swarm has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/256_-_Porg_Swarm/avatar.webp","effects":[]},{"_id":"ODMzYmMyOGEwZTQ3","name":"Swarm","type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny porg. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 3 (1d6) kinetic damage

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Average Height3 meters
Skin ColorGray
Hair color

Hairless

HomeworldCoruscant

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiation.

It could reach sizes of up to 3 meters and 300 kilograms. The bodies of the rats were often riddled with tumors and calluses.

Its powerful teeth and jaws were capable of inflicting considerable damage to water pipes and other utility lines. The hive rats' only benefit to Coruscanti residents was that they were happy to feed on duracrete worms, a pest. Otherwise, they were despised and looked on with fear. They roamed the underlevels in packs, and homeless residents and fugitives who wandered these levels frequently fell victim to packs of hive rats or other hungry creatures.

The hive rat gave birth to litters of 10 or more pups, for which it constructed nests.

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The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

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The hive rat has advantage on an attack roll against a creature if at least one of the hive rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/074_-_Hive_Rat/avatar.webp","effects":[]},{"_id":"MmEzMzc2MDFkZjhl","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target is grappled (escape DC 15).

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast

the following powers:

At will: coerce mind, sense force

3/day each: fear, force suppression, telekinesis

1/day each: telekinetic wave, force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"ZTY1ZGUzM2UyYTgy","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MDNiMjg0Y2U5ZGQw","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MWM1Mzc4N2MzOTUx","name":"Enhanced Being","type":"feat","data":{"description":{"value":"

Abeloth's weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MzAyNWU1NGZkZWIw","name":"One with the Force","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"YWIxZmQ1ZjNkZGI5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Abeloth makes two tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDhlZWY3ODczODNk","name":"Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 5 ft., One target. Hit : 28 (3d12+9) kinetic damage.

If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+9","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"YzJkOTAzYjM4MTk1","name":"Will","type":"feat","data":{"description":{"value":"

.

Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random:

1. Beguiling Will. The target is stunned until the start of Abeloth's next turn.

2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn.

3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"NDNiZGZjMDUwZTM5","name":"Attack","type":"feat","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MDY4MDQ0YWFlNDU0","name":"Draining Lightning","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +17, Range 15 ft., One target. Hit : 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+9","lightning"],["2d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"OWE1NWYwMDUzYTY3","name":"Maddening Will","type":"feat","data":{"description":{"value":"

.

Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"di78O3nooT2sOn7U","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bHpuEGhRPxx6pJc5","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"izy9euFeahRyrege","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"RszayoAiqteoKFoZ","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"YXjoyugUcbFujDs7","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E1t7o1n7i53O3KIu","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5sV8qRwqaswZIeN2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} -{"_id":"D6pDuCcgSiJvJYGJ","name":"Jedi Knight Sage","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":"15 with battle precognition"},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":40,"min":0,"max":40,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 14"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

","public":""},"alignment":"Any Light","species":"","type":"humanoid (any)","environment":"","cr":6,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","token":{"flags":{},"name":"Jedi Knight Sage","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"D6pDuCcgSiJvJYGJ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTI2Mzc4YzNhYWNj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points.

The

sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump

2nd-level: battle meditation, force confusion, phasewalk

3rd-level: force suppression, sever force, telekinetic gust

4th-level: force immunity, freedom of movement

5th-level: improved battle meditation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"NTJlYTVlMmRmZWYy","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"NGYwY2U3NTMwMzg4","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"MWQyNzBmMTg4Y2M0","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"yvFtMcAtnNQVw2pd","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"sAwCAS0mnckLRfWE","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"MXlH1sJN9LdJSWug","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"demoSodfvJI51U1H","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Jbyq4L93Oyv8OR9A","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9V5oGDDRi10d9dF4","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"k44FLUQFotseoSQ4","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GVv9N9VYSNBufBRL","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"feDwVCUkzTPugXi6","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"7e0v2IK9ade0BsF2","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5HCOr0ku6G4LwQvY","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"VxRMoav7lBETSbWp","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NfjsxVBLmvtlqDVo","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"88Kff9cQaQ6hmQMH","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uzuxQVVNvaulH8wi","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

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Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Chewbacca

Chewbacca, known affectionately to his friends as Chewie, was a Wookiee warrior, smuggler, and resistance fighter who fought in the Clone Wars, the Galactic Civil War, and the conflict between the First Order and the Resistance. He hailed from the planet Kashyyyk and became a Wookiee military leader. During the Clone Wars, he was captured by Trandoshan slavers and held captive on Wasskah, but he worked with a fellow captive, Jedi Commander Ahsoka Tano, to escape. He later commanded Wookiee forces during the Battle of Kashyyyk alongside the Grand Army of the Republic, led by Jedi Master Yoda. During the battle, one of the last ones of the war, Yoda's clone troopers received Order 66 from Supreme Chancellor Palpatine and, with the help of Chewbacca and his fellow Wookiee Tarfful, Yoda escaped Kashyyyk and the destruction of the Jedi Order.

In the years that followed, during the rule of the Galactic Empire, Chewbacca was enslaved by the Empire, until he was rescued by Captain Han Solo aboard the Millennium Falcon and became his co-pilot. Together, they assisted Tobias Beckett in a coaxium run. They worked in the employ of crime lord Jabba Desilijic Tiure until Solo was forced to dump a shipment of spice to avoid trouble with the Empire, at which point a bounty was placed on their heads. Soon thereafter, Chewbacca and Solo were hired by Jedi Master Obi-Wan Kenobi to ferry him, Luke Skywalker, C-3PO, and R2-D2 to Alderaan on a mission vital to the survival of the Alliance to Restore the Republic. After finding Alderaan was destroyed, the group was brought aboard the Death Star, where they helped Princess Leia Organa escape from captivity and return to the Rebel base on Yavin 4. Though Chewbacca and Solo initially chose to leave Yavin 4 and not join the Rebellion, they ended up fighting in the Battle of Yavin and were instrumental in Skywalker's destruction of the Death Star, a major victory for the Rebellion.

Throughout the war, Chewbacca and Solo fought the Empire in a number of engagements, including an assault on Cymoon 1 and the battle on Vrogas Vas. Along with Princess Organa and C-3PO, they escaped from Echo Base on the planet Hoth after the Empire tracked the Rebel Alliance there. The group sought refuge with Lando Calrissian, an old friend of Solo's, on Cloud City, but Calrissian betrayed them and turned them over to Darth Vader, the Emperor's chief enforcer, after his city was threatened. Solo was frozen in carbonite and Calrissian helped the others escape, but they were too late to save the frozen Solo from being taken by Boba Fett to Jabba the Hutt. Chewbacca and Calrissian set off to find Solo and located him in Jabba's Palace on Tatooine, where Chewbacca and his friends saved Solo and destroyed Jabba. Shortly thereafter, they fought in the Battle of Endor, where Chewbacca helped destroy the shield generator and allowed the Alliance Fleet to destroy the DS-2 Death Star. The Emperor was killed for the first time aboard the battle station, delivering a crippling blow to the Empire.

After Endor and the rise of the New Republic, Chewbacca and Solo fought to liberate Kashyyyk from the Empire. When the war finally came to a close, Chewbacca returned home to Kashyyyk with his family. After Solo's son Ben, turned to the dark side and destroyed Skywalker's new generation of Jedi, Chewbacca reunited with his old friend and the two spent many years as smugglers once more. They lost the Millennium Falcon and ended up smuggling aboard a ship called the Eravana, but they eventually found the Falcon and, with it, stowaways named Rey, Finn, and the droid BB-8. The droid had part of a map that led to the exiled Luke Skywalker, so the group brought the map to the Resistance that opposed the First Order, which had risen from the ashes of the Galactic Empire. Chewbacca soon fought in the assault to destroy Starkiller Base, a devastating First Order superweapon, a conflict in which Solo lost his life at the hands of his son. After the base was destroyed, Chewbacca joined Rey in traveling to the planet Ahch-To on the Falcon, where they found Luke Skywalker. After Solo's death, Chewbacca often served as the sole pilot of the Falcon, including piloting the ship to aid the Resistance during the Battle of Crait.

Roughly a year after the battle of Crait, Chewbacca was one of the last of the Resistance. Having learned of the mysterious return of the Emperor, Chewbacca and the crew of the Falcon, now including Poe Dameron, traveled to the planets Pasaana and Kijimi to find a clue to how to find where the Emperor was hiding, being reunited with his friend Calrissian in the process. The quest nearly ended in Chewie's death, as Rey, having been revealed to be the Emperor's granddaughter through his son, lashed out with dark power during a fight with Kylo Ren and destroyed a First Order transport that she had thought Chewie had been loaded onto, seemingly killing him.

However, Chewie survived and was rescued by the Resistance as they continued the quest. Rey eventually found Exegol during a failed self-exile attempt to protect the galaxy from her becoming a Sith, and led the charge during the battle that ensued later on. Rey ultimately killed her malevolent grandfather with the help of the returned Ben Solo in the climax of the battle, while the Resistance, joined by the galaxy fleet, progressively overpowered the Sith fleet of essential Death Stars that the Emperor planned to unleash.

Having destroyed the Sith once and for all, the Resistance reveled in their victory, but also mourned their losses, including Leia, who had died of natural causes shortly after reaching out to her son and helping him turn back towards the light. Chewie was presumably not present on his beloved ship when Rey took it and BB-8 to bury the Skywalker lightsaber and Leia's own at the site of Luke's former home on Tatooine.

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As a bonus action, the smuggler can move up to its speed toward a hostile creature that it can see.

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If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

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The smuggler's speed isn’t a\u0000ected by carrying a grappled creature who is large or smaller.

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When the Smuggler fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/434_-_Legendary_Wookie_Smuggler/avatar.webp","effects":[]},{"_id":"NjViYWU4NWQzZjZk","name":"Close Quarters Mastery","type":"feat","data":{"description":{"value":"

The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

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.

The smuggler makes three weapon attacks.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 21 (3d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/434_-_Legendary_Wookie_Smuggler/avatar.webp","effects":[]},{"_id":"ZmRlODU3Nzc5MjBl","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled (escape DC 19).

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points).

The dreadlord

knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull,

lightning charge, psyhcic charge, saber reflect, saber throw,

shock

1st level: force jump, force throw, hex, phase strike, slow

descent

2nd level: darkness, dark shear, phasewalk

3rd level: choke, dark aura, force lightning, force repulse,

knight speed, sever force

4th level: shocking shield

5th level: improved force scream, improved phase strike,

improved phase walk, telekinesis

6th level: crush, force lightning, rage

7th level: force lightning cone, ruin

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The dreadlord has advantage on saving throws against a force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"M2U3N2ExZTA0NThh","name":"Yorik Coral Exoskeloton","type":"feat","data":{"description":{"value":"

Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"YWFmMjY5MThlODVi","name":"Parry","type":"feat","data":{"description":{"value":"

The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"ZmMwNTNlOTAyMzdi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGQxYWE5MjNiYWYx","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

.

Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"NWViMWYwNzc0M2Vh","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +15, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"Nzg4ODM3ZmFiYTMz","name":"Off hand Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"N2QzZjM4MjU3NmYy","name":"Move","type":"feat","data":{"description":{"value":"

.

The dreadlord moves up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"MmRhYWMzMmM1MWJk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The dreadlord casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"ZmQ4ZTAwMzVjMmQz","name":"Saber","type":"feat","data":{"description":{"value":"

.

The dreadlord makes one martial lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"NYTwUUBn7yKKEWTr","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"3tCfd0hd9wUSz74o","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"soAfPetZTucJlV2c","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VKosbVi6mii0hN6","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WQcMyMjaxK2hKC5Z","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"N0Ul5tvpC2BVAhUI","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"OekQFiHySkSdJu4v","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"0H0wXMqOunIlRo5V","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"Mqei0tFxBbL726eH","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"8ZClliGQys2mQpSk","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4OdjxR391tQj3Ggy","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"klUjOcxWDRPj6DX4","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"Z5igibIFT8wVNlpd","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aHTkgN8PMJPDH43w","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2hD8YzpADxV8dmci","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"AGWlTqJI7490rDpl","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"2LCqL0LMzr4O9I63","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mn3IcJ14XBIIit0x","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"ykibbUwYQfPqMQTZ","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"1zKIU3n4a65pyqvU","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"lt4eTlPE9IncbTj9","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"trqlFkv8RZpsgKTk","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"w5DKWUeDKup1NhQx","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zW4trBZrk7dEFe5L","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"EOEw4ZOvUPg4doKH","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"mFu8RGM7V1cPQec7","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gNQp102b628NJBdL","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"86XOEFKyL4iKvKRJ","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"47WyTRBTMXcTOgMS","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"57QPmF8ftpfpjQlX","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"T0H1w6R6xijY7Yef","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"ndShRKUXCUdIvPcd","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"N5r6n0OHB7UfxrWf","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]}],"effects":[]} -{"_id":"DZhIbh2R6bi0k4x5","name":"Dark Trooper, Phase Zero","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d8+36"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["poison","necrotic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","token":{"flags":{},"name":"Dark Trooper, Phase Zero","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DZhIbh2R6bi0k4x5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDEyY2I2NzM4ZmJh","name":"Circuitry","type":"feat","data":{"description":{"value":"

The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"ZGEzZjkwZDRiNGU1","name":"Jump Pack (Recharge 5-6)","type":"feat","data":{"description":{"value":"

As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"MzMxY2VhNmQ1Zjcx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YTYwYjQ0OWJmOGY1","name":"Vibro Baton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 8 (2d4+3) kinetic damage

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The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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.

The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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For 1 minute, the trandoshan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

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The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage

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Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

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Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

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Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"MWY0NzMzY2UxMmRh","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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.

The Hutt makes two slam attacks or two hold-out blaster attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YmNjMmI1YzEzOTZl","name":"Hold-Out Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"YzEyNWM1OTZmODVh","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"ZDk0ZTk3NTZkMGY3","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"N2VlZWRmOGE5Njli","name":"Overwhelming Presence","type":"feat","data":{"description":{"value":"

.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"NzA0ZTQ4OGQ0NGY0","name":"Tech Casting (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Hutt Crime Lord can cast an innate tech power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"ZmI4NTI0MzRhOGY2","name":"Hold-out","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"YmYzOGUwZDY3OGRj","name":"Tail","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"WQhhyDgb3ejqgWm3","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"n7emGmmwUFyhjtNg","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"fYPfU61HTaJttNvU","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"26akTGemos2ZmEDU","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"dMF5JwJCbKd68rY3","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"d6z7CkkFs4CqmBuZ","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"TAI6eSxaUbd0VrH9","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"UieKSPM1DTcVYcHH","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"zOMinJ4bzTmqaMEy","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1050000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"CyO4qXfY4fyRE9Is","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can't regain hit points or gain temporary hit points.

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The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (2d8+4) kinetic damage.

Aa small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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\"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.\"

- Darth Traya

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":19,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Telepathy 120 Ft.; Galactic Basic, Binary, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":2,"ability":"cha","bonus":0,"mod":6,"passive":28,"prof":12,"total":18},"ins":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":2,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"sur":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","token":{"flags":{},"name":"Sith Betrayer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"E4Y0NjaJ79z6XHEz","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWI5OTI2ZDRlMTRl","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points.

The Betrayer knows the following force

powers:

At-will: affect mind, denounce, force push/pull, mind trick,

psychic charge, saber reflect

1st-level: breath control, force propel, hex, wound

2nd-level: battle meditation, beast trick, darkness, mind spike,

phasewalk

3rd-level: choke, force lightning, horror, plague, sever force

4th-level: dominate beast, force immunity, improved force

camouflage

5th-level: dominate mind, improved phasestrike, improved

phasewalk, telekinesis

6th-level: crush, force chain lightning, mass coerce mind

7th-level: force lightning cone, ruin

8th-level: death field, master force immunity

9th-level: force storm, master feedback

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MDY4YTBkNjNkNTY2","name":"Deceiver","type":"feat","data":{"description":{"value":"

The sith betrayer has advantage on Charisma (deception) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"NTNhNDczNWZhYjRj","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The sith has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MjhhODNjNmZkMTE4","name":"Hidden from the Force","type":"feat","data":{"description":{"value":"

The sith betrayer cannot be detected using force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"Njk0NDEwY2I0MTJl","name":"Pinpoint Power","type":"feat","data":{"description":{"value":"

When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MzI1ZjFhN2QxNjQz","name":"Refocused Power","type":"feat","data":{"description":{"value":"

When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ODM3YmE0YzkyMzdm","name":"Steal the Force","type":"feat","data":{"description":{"value":"

When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"YzNhMzZhMGVkOTlk","name":"Storm of Sabers","type":"feat","data":{"description":{"value":"

The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ZDQ0ODcyY2ZmNjg4","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MjRjMjU0NzdlNGVj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MjQ0OGQwMzBiOGZj","name":"Saber Storm (melee)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 40 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MTFjZTc5MzUzZmQ3","name":"Sever Connection (Recharge 6)","type":"feat","data":{"description":{"value":"

.

The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MzFkNTQ2NDQyMzM2","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The sith betrayer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ZmI5ZGY3ODRmNTc5","name":"Saber Storm","type":"feat","data":{"description":{"value":"

.

The sith betrayer makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"NzFlZmE1YjBhNWQ2","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"YTE5ZmNkN2EyYmJj","name":"Destroy the Force (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"rHsrnrFtHfaYfWgJ","name":"Master Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.DFpooO6icOfTdG5C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]},{"_id":"bCT0xpeRPJn66whj","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"PSkwrnXsaK4p1HlE","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"yMbGmqOJz7AHd3iw","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"zfGTI7hkZBqgzj2A","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"llwEjVSqdsYnfWsD","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"VkU9dZXf6mEeuVSg","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZTVlyu4iDt8hwYxN","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"7Od0ar7AnVKH1kyF","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"lpg9dKJpAnhULkNX","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1bCBYgCIXSbVWEDD","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fIJGNN8VIRpuZ30c","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jM4wXsS5OAkORF8C","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"0TPGLZEkCoCDx8fC","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KAd7ifTkrR0YJ6HA","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"2rjnnP7xmIGA1FmQ","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"n58crq9oX4UwrKMg","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"voJjsY4MEDKAXA51","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"7J3V5odsw1kTsRfu","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"lRfac2NR7d2krm0z","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QXen2MjdJoSLh38t","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"CDf7CaKASMqhZw5l","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZduZAO0DnLOgxXNS","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"tgJyz67rgCsQzAmJ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"JODQo4bpTykDjzHQ","name":"Beast Trick","type":"power","data":{"description":{"value":"

This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional beast"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.AvkOVXIYVgJTsytl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beast%20Trick.webp","effects":[]},{"_id":"fT3AsVUcTpZ3fFHp","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"zEjB14JcnNAEIiyx","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TIPrZLL13AZFWsZn","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"7dznJlrt32lBprEP","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X3JpEmDT5NteA7Zf","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1RfJWOcafV74AkGV","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8MeklQRbqmNavmLj","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"F9zDJMbhxo1twfka","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"pVuLPH3EAtLnS6WE","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"JyaV9Xi7XTuXo0pq","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"YIxikHUqHiaXFqMt","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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The Chosen One was the central figure in the Jedi prophecy that foretold the coming of the one destined to bring balance to the Force by destroying the Sith. The prophecy also affected the realm of Mortis, as the Father believed—in the event of his death—only the Chosen One had the strength to preserve balance between the Son and the Daughter. During the final years of the Galactic Republic, Jedi Master Qui-Gon Jinn discovered the Chosen One in the form of Anakin Skywalker, a human child enslaved on the planet Tatooine. Skywalker joined the Jedi Order and, during the Clone Wars, became an exceptionally powerful Jedi Knight before falling to the dark side of the Force. Adopting the identity of Darth Vader, Dark Lord of the Sith, he participated in the systematic purge that left the Jedi all but extinct.

Vader had a son, Luke Skywalker, however. Having lost the former Anakin Skywalker to the dark side, Obi-Wan Kenobi and Grand Master Yoda spent decades hiding in exile, awaiting the time when Luke was ready to be trained as a Jedi. Kenobi, who considered his fallen apprentice lost to the dark side, came to believe that Luke would fulfill the prophecy of the Chosen One. However, Luke endeavored to redeem his father, believing that there was still good within him. Moved by his son's compassion, Vader sacrificed his life to destroy his Sith Master, Emperor Palpatine of the Galactic Empire. The deaths of the last two Sith Lords rendered their order extinct. As a result, the Force was brought back into balance. With his destiny fulfilled, Anakin's spirit was reunited in death with his former mentors, Kenobi and Yoda.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid (human)","environment":"","cr":22,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":8,"passive":21,"prof":3,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","token":{"flags":{},"name":"Jedi Chosen One","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"E9K7RVzstt4SuUiK","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmE2NzJmNWJlMmRm","name":"Reckless","type":"feat","data":{"description":{"value":"

At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"OTljMjI4OTkxZDcx","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"MGYwMDYyYzVlN2Nl","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NzBlYmM1MGRkNTFi","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The Chosen One has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZjI3NjNkMzU4ZGJk","name":"Djem So (1/Turn)","type":"feat","data":{"description":{"value":"

If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NTI4Mjc4ZDBlYTg2","name":"Combat Caster","type":"feat","data":{"description":{"value":"

When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"OTE3ODY5MzRmMjQw","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Chosen One fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZjI0YzFlMzllZjA3","name":"Force-Empowered Strikes (3/day, 1/Turn)","type":"feat","data":{"description":{"value":"

The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NGY5MWFmNzVkNDQ4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points).

The

Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid, sever force

3rd level: telekinetic storm, knight speed, choke

4th level: freedom of movement, force immunity, disable

droid, dominate beast

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZDdmYmE1YjI5NzFi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NGUwOWEwMzQxMmY3","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NDFjMzhkYTFkMDhh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Chosen One makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NzlmZmU5MWEyMGYx","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 22 (3d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"YTNmMWI2ODQwOGVh","name":"Move","type":"feat","data":{"description":{"value":"

.

The Chosen One can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZTg5MTA1NGVkZGEx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Chosen One can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NzA4YTdiY2UwMzIy","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Chosen One makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"MzljMDcxN2UwYjc5","name":"Forcecasting (1 legendary action per power level). ","type":"feat","data":{"description":{"value":"

.

The Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ooyNNEl1IDNUc084","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HAkBleQtq3PVYhef","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"z7WpUuiT9a2WP6io","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NoG6HAXcjIIvJoW8","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"R0ADoSz0o6y5zfCl","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"bdBbMG9M9BvwzDHX","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"yhnxRoic1IHpmPwp","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AsTbVhhnK8BSCkFH","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BdAZC4vhKhCMFNNj","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V5g67hxYUK9Jyj9b","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"SEUwx4zdNc5H5eFd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Bq0KK4Jzx7R4py5s","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u5arMqDwJy501r70","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"rLMnUnDKcXQwc8Y9","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"SGefgywAB0hoYPJM","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LxQ01lBVr6AmcX5p","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"vpouSL4qeWnYjerg","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"CVrEDkn99CJNyTDi","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"zgoRQoaDC4Fw4hNv","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bqzqJWthYG2wTpz0","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SIJ1Sm3anc6zTu0C","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"vAMtjleqahnEcnJh","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K7dnrQoaKNBP6CZh","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"K5n7BQaDOMuoDaKg","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"BFFn5ivvwwb1RQXw","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"NTE2ZWU1YWU1YmNh","name":"Choreography of Belligerence","type":"feat","data":{"description":{"value":"

The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"MWNhZjY1OGJiMjQ5","name":"Rally the Troops","type":"feat","data":{"description":{"value":"

As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

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The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"MzcwNzU4N2UwZmQ3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Guard Champion makes one doublesword attack and one secondary doublesword attack, or one blaster pistol attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MThjYWZkMDFmZTYx","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"YTk5Yjk2YTViNjEx","name":"Doublesword","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

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You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

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Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

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You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone jetpack troopers were a variant of clone trooper trained for aerial combat, most commonly through the use of the JT-12 jetpack. They were armed with the BlasTech DC-15 blaster rifle, DC-15A blaster carbine and DC-17 hand blaster as well as missile launchers. Clone jetpack troopers were present during the First Battle of Geonosis as well as the Defense of Cato Neimoidia and Battle of Anaxes. The 501st Legion had Jetpack troopers within its ranks, the armor of the troopers was marked in blue to designate their unit affiliation. Following the execution of Order 66, the transformation of the Republic into the Empire and the phasing out of clones in favor of stormtroopers, the jetpack troopers were replaced by Jumptroopers.

History

At least one clone jetpack trooper participated in the First Battle of Geonosis, the first action of the Clone Wars, against the Separatist Droid Army. At least one squad of jet troopers from the 501st participated in the defense of Cato Neimoidia. Later, both jetpack troopers from the 501st and the 7th Sky Corps took part in the Battle of Anaxes. During the last major CIS offensive of the Clone Wars, the Battle of Coruscant, vacuum-suited jetpack troopers boarded enemy vessels to capture their bridges.

For general information about troopers, see Trooper

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Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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.

The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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\"TARIS: We received a dreadful welcome when T3 droids at the starport made off with our baggage.\"

- Trampeta's Star Guide, circa 4086 BBY

ManufacturerDuwani Mechanical Products
ClassUtility droid
Degree4th degree droid
Height
0,96 meters
Sensor color
  • Red
  • Blue
  • Yellow

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

Characteristics

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3. Though this after-market modification was not endorsed by Duwani, many fighter pilots insisted that their ships and droids receive these modifications on the grounds that they increase pilot survivability. Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid, which was considered an unusual feature for a droid designed for everyday tasks. One of the most famous droids of this series was T3-M4, a prototype of an upgraded T3 unit Duwani introduced prior to the Jedi Civil War. During the time of the Galactic Alliance, what few T3 units remained in the galaxy were seldom found outside of private collections.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":2,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","token":{"flags":{},"name":"T3-Series Utility Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"EITt2qjhlP3P3x5f","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzRiYjY5NWNlYjZm","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","effects":[]},{"_id":"N2VjZDU2N2I4NzA5","name":"Techcasting","type":"feat","data":{"description":{"value":"

The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: At-will: electroshock, encrypted message, mending, on/off 1st level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","effects":[]},{"_id":"ZDhhMDAyZGNiNTAz","name":"Hold-Out","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 2 (1d4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","effects":[]},{"_id":"Y3uXvfFXNaSK79R9","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"8xq2j5xeJ54n7qT0","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"K6DPqkV82Wc4MYWn","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"3y9xbU6CYlHGY9JC","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"g2RGAY0W4Vl9o00Y","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"53HSdq857svHp3By","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"PRFVds3PMQBWLLX2","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"LMsws9G2FUHqjO7T","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"jVNcRHpy1opOAq9C","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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\"The kid ran into something, and it wasn't just the cold.\"

- Han Solo, referring to Luke Skywalker's wampa attack

DesignationSemi-sentient
ClassificationReptomammal
Average height2,2-3 meters
Average mass150-200 kilograms
Hair color

White

Eye Color
  • Yellow
  • Black
Distinctions
  • Razor-sharp teeth
  • Razor-sharp claws
  • Curved horns
Homeworld
Hoth
HabitatSnow plains
Diet

Carnivorous

Wampa ice creatures were carnivorous predatory reptomammals indigenous to the remote Outer Rim Territories ice planet Hoth. The bipedal beasts stood over two meters in height with shaggy white fur constantly stained with the gore of slaughtered prey. Wampas were armed with jagged yellow teeth and deadly claws. Primarily solitary hunters, wampas occasionally hunted in packs, preferring to ambush their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims were carried back to the creatures' lairs, typically large ice caves, where the wampas ate at their leisure. The planet's omnivorous tauntauns formed the bulk of the wampas' prey, although they would attack anything they encountered. The Alliance to Restore the Republic's Echo Base on Hoth came under constant wampa assaults in 3 ABY.

While rarely seen away from their remote homeworld, wampas were known to have participated in illegal gladiatorial combat venues. They were highly valued among big-game hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous souvenirs that commanded high prices on the black market. Wampas were later protected under legislation to prevent endangered species from falling into extinction by the Galactic Federation of Free Alliances.

Biology and appearance

\"You're talking about a predator two and a half meters tall, sometimes weighing two hundred kilograms or more, with razor-sharp teeth and claws. They're singularly vicious creatures.\"

- Vesto Slipher, InterGalactic Banking Clan[src]

Covered with shaggy white fur, standing at heights of up to three meters, and weighing an average of 150 kilograms, Hoth's wampa ice creatures were lethal predatory beasts. They possessed long, powerful arms, razor-sharp claws capable of carving layers out of ice, and a fanged maw. Aided by an acute sense of smell and a well-camouflaged coat of thick fur, the carnivorous wampas roamed Hoth's icy plains preying on near-helpless animals. Wampas ranged in height from 2.2 to three meters, with an average height of 2.5 meters, weighed up to and occasionally exceeding 200 kilograms, and had eerie yellow eyes. Adult wampas possessed short, jagged, curving horns, which were an indication of age. The horns began to appear at the onset of puberty and continued to grow larger as the wampa aged. Wampas' horns were similar to those of Hoth's native tauntauns, though the two species were entirely unrelated. Wampas had a single heart within their thoracic cavity.

Wampas were classified officially as reptomammals, creatures combining the best defensive characteristics of reptiles with the more adaptable physiologies of mammals—specifically, they were linked to primates. The wampa physiology was well adapted to conserving heat in the extreme cold. Beneath their protective fur was a layer of blubber for greater insulation. They were also physiologically equipped with a self-regulating metabolism. Wampas comprised 11 percent of Hoth's total indigenous animal population.

The wampa reigned at the top of the Hoth food chain as the planet's most violent alpha predator. With their strong sense of smell, coat of thick white fur, which blended in perfectly with the icy landscape of Hoth, and brute strength, wampas made excellent natural hunters. A single powerful blow from a wampa's forearm was enough to neutralize the largest prey, while the creature's bite was deadly. Very rarely were wampas themselves the victims of predators—in fact, the creatures had no natural enemies except for other wampas. Wampas typically traveled on two or four legs, preferring four except during an attack. The creatures stalked their prey until reaching close enough proximity to make a rush attack. A wampa would take a final sighting of its target by rising on its hind legs and then springing forward in a deadly pounce with claws outstretched.

In terms of the creature's diet, wampas subsisted primarily on Hoth's many varieties of omnivorous tauntauns, although they also hunted lumbering icetromper herd beasts, antlered mammals called rayboo, and other, smaller unwary creatures—as well as attacking anyone or anything else they encountered that might seem to be a source of food if particularly hungry. The powerful wampa required large amounts of food to sustain itself, and a single tauntaun was enough to nourish one wampa for a considerable period. Wampa family groups, in particular, required a substantial supply of meat, since a female wampa could birth up to three cubs at once. However, the competition among wampas for Hoth's relatively small number of prey animals formed a limit to the numbers of the creatures existing on Hoth, keeping the wampa relatively scarce.

Wampas were particularly sensitive to high-pitched noises,[3] sounds that were similar to those made by a female in search of a mate. While wampas were naturally well-insulated against the Hoth elements, as a result of their dense fur, they were made almost invisible to[19] most standard life-form sensor scans, which is how they managed to avoid detection by Republic xeno-biologists for so long.

Wampas were even said to possess, at least in one case, the capacity to retain long-term memory. During the Rebel Alliance occupation of Hoth during the Galactic Civil War, Jedi Luke Skywalker was attacked by a wampa while patrolling the planet's ice wastes, but he escaped the creature's clutches after slicing off its arm with his lightsaber. Almost a decade later, during a return visit to Hoth, Skywalker re-encountered the same wampa whose arm he severed years before. Skywalker claimed that the one-armed beast remembered both him and his lightsaber.

One male wampa, named Ku-Kak, had a rare, natural affinity for the Force. Another, the giant wampa Unkajo, towered at a height much greater than the species' average height of 2.5 meters. Still another giant wampa creature, larger than ordinary wampas, lived on Hoth during the early portion of the Galactic Civil War. This giant wampa possessed a freezing breath as a natural weapon.

Subspecies

Subspecies of wampa were found on other worlds, clearly transplanted there from Hoth, though scientists were unable to determine the exact method by which this occurred. These subspecies included the cliff wampa, a beast bioengineered by the Galactic Empire and used as a sentinel on the rocky Outer Rim Territories moon of Gall, and the swamp wampa of Dromund Kaas.

Swamp wampas were identical to the Hoth wampa in almost every way, prompting scientists to theorize that they were directly descended from them. Though the exact nature of the swamp wampa's development was unclear, it nevertheless indicated a strong adaptability of the wampa species. There also existed Tatooine Howlers, colloquially named \"desert wampas\" for their strong resemblance to wampas. Although their appearance, with heavy fur and tusks, was similar, genetic testing proved no relation between the Howler and the wampa.

Behavior and intelligence

\"We thought they were dumb brutes—all teeth and claws, and no brains—but we were wrong.\"

Burrk, a former stormtrooper turned big-game hunter

Hunting patterns and ice cave habitat

\"The lair was a foul place. I could smell the blood and entrails in the snow.\"

- Unattributed

Wampas were typically solitary hunters. They wandered the frozen wastelands of Hoth in search of food, often stalking their prey for some time before finally taking the victim by stealth and surprise due to their natural white-fur camouflage. Wampas hunted both by day and, at shorter range, during Hoth's bitterly cold night. Although the tauntaun, a wampa's primary source of food, was relatively plentiful on Hoth, the scarcity of available wildlife on the planet meant that a single wampa had to cover a territory of more than a hundred kilometers when seeking prey. However, wampas learned to adapt to this necessity. They emitted a very faint scent, preventing tauntauns from detecting a wampa's approach. Their white fur, blending perfectly with their environment, enabled wampas to attack their prey without prior detection. As such, wampas rarely engaged in extended chases. Icetrompers, however, proved something of an exception—their multiple set of eyes made sneaking up on the giant herd beasts a difficult proposition for even the stealthiest wampas.

The comfort zone for a wampa seeking prey was limited to Hoth's frozen plains and the cooler regions of the planet's subterranean caves. Often, Hoth's scaly tauntauns would gather among warmer cave areas heated by bubbling pools as a defensive measure, areas that wampas found to be uncomfortably hot. Nevertheless, if hungry enough, wampas were known to ignore their extreme discomfort by venturing deep into these cave systems at night and during Hoth's blizzards. They would utilize cunning methods to draw the scaly tauntauns out of their sanctuaries, sometimes rushing into the heated areas to scare their prey out into the cold where they might be cornered. Other times, wampas would simply stalk their prey by waiting in the colder regions between these heated tunnels until the tauntauns ran from one tunnel to another.

Wampas rarely killed their prey outright and never hunted when they were hungry. Because they preferred fresh meat, wampas instead always tried to stun their prey, keeping their victims unconscious, but alive, until ready to feed. After disabling their prey, wampas hauled the still-breathing victims back to their cave dwellings and, through different methods, secured them in the ice for later consumption. For some, wampas used their hot breath to melt the ice around a victim's legs and then coated parts of the body in saliva, placing them against the ice ceiling of their caves so they would freeze in place. The saliva also served as an anesthetic in the victims, which helped to keep prey comatose until the wampa was ready to eat. Alternatively, for larger creatures, such as the tauntaun, wampas frequently impaled them through the ankles on overhanging icicles or stalactites to keep them immobile. At times, several fresh victims were stored in this manner.

Hanging their still-living victims from the cave's ice ceiling allowed wampas to keep their food in good condition and then snack at their leisure—tales existed of victims taking some days to die as the wampa slowly devoured them. This storage method also allowed wampas to return to the ice fields to continue hunting while the hostile Hoth weather held. Wampa lairs often housed huge amounts of food, a testament to how deadly a single beast could be.

The creatures typically made their homes in one or more ice caverns, created by digging out a huge lair beneath Hoth's ice surface large enough to nest and store food in. Still, wampas rarely wasted their own energy hollowing out their own caves. Instead, they usually found a pre-existing lair or former tauntaun-dug site to occupy, sometimes ejecting the original inhabitant. Wampas would also sometimes make enlargements to these caves, especially when raising young. Nesting wampas typically shed their guard fur, which was gathered and used to line their caverns with, though opinion was divided among zoologists whether this actually amounted to intelligent behavior or merely animal instinct. The dense guard fur lining made wampa caves almost invisible to standard scans.

Wampas, solitary by nature, were nomadic in the sense that they rarely stayed in one cave for very long, unless they were with young. They regularly relocated to new lairs both out of the need to follow migrating tauntaun herds, and of the necessity to find cleaner dwellings. Wampas, males in particular, were remarkably messy animals, and their caves were constantly scattered with half-eaten corpses, decomposing entrails, and other bloody, rotting remains. Even nursing females, aside from their fur-lined nests in which cubs were born, lived in gore-filled caves. This rotting mess quickly made wampa caves uninhabitable, forcing the creatures to find new abodes.

Reproduction method and societal characteristics

\"They worked together, in coordinated attacks, probably to defend themselves from what they perceived as an invasion of their territory.\"

- Rebel Alliance historian Voren Na'al

Wampas mated during the warmer months of the Hoth yearly cycle, during which time they gathered in regions where game was plentiful, to search for companionship. While the females remained together and waited, the males would go off in search of prey. After making a kill, the male wampa would commonly smear the blood of his victim across his chest and return with the dead animal to show the females, thus demonstrating his ability to care for a mate. Sometimes the males would spar with one another for a particular female's companionship. The winners of these bouts chose their preferred mates. They were then considered the alpha males of that region until the following mating season.

In terms of their reproduction methods, wampas could be considered marsupials. Their cubs were born live, but very underdeveloped, closely resembling a miniature worm small enough to fit on a caf spoon. After mating, female wampas would birth up to three cubs per litter. These infants, after birth, would crawl to their mothers' pouches, where they nursed, grew, and developed over a period of roughly three months—after which time they left the pouch with a full set of teeth, needle-sharp claws, and an innate attitude of invincibility. Mothers would produce milk to nurse their young until the cubs were able to sustain themselves on meat alone. Wampa mothers were extremely protective of their offspring, and during the nursing period even males didn't risk the consequences of coming between a mother and her cubs. As they grew, young wampas were taught how to hunt, survive in the cold, and how to care for game from their mothers and fathers.

Wampas were extremely territorial creatures, fiercely guarding their hunting grounds against any invaders to their domain, and often engaging in bouts to the death with other wampas encroaching on their land. The scarcity of Hoth's wildlife meant that a single wampa required a large hunting ground in order to survive, which was believed to be the primary reason why the creatures lived alone or in small family-based groups. Because of the substantial amounts of food required to sustain a wampa, they often extended their territory over enormous areas. Upon reaching maturity, younger wampas set out to claim territory of their own, competing with other wampas, including members of their own family, for territorial control, which contributed to keeping the species relatively scarce.

Despite the cutthroat intra-family competition that existed among wampas for territorial control, the creatures nevertheless possessed a strong affinity for kinship. Galactic scientists discovered that wampas were very protective of their own and mourned their dead with great intensity. In the instance one was slain, the creatures would fly into destructive rages directed at the killer. If the death was natural, wampas would instead vent their rage on their surroundings, sometimes smashing cave walls or ripping apart anyone or anything within reach. Reports told of some wampas, in their bouts of hysteria, unwittingly causing avalanches and underground cave-ins, causing only more deaths. When the grieving wampas' energy finally subsided, they would bury their dead in the snow, keeping guard over it for several days to make sure nothing ate the remains. If a wampa was injured, the rest of its pack would band together to repel the threat.

Although they primarily hunted alone, some wampas occasionally hunted in packs, banding together to attack a threat to the local wampa community, such as a Human settlement. During the Cold War, for example, amidst the combined Galactic Republic–Sith Empire occupation of Hoth, many wampas of all ages gathered in different series of subterranean ice caves. Many years later, during the Galactic Civil War, the Rebel Alliance occupation of Hoth drove many wampas to convene in and inhabit a large secluded valley surrounded by rocks and ice. The valley floor was littered with the remains of creatures who ventured into the wampas' home, never to escape. Outside of mating season, however, the detection of a common threat was the only time wampas grouped together. By coordinating their hunting actions, wampas demonstrated a rudimentary level of intelligence and cunning, particularly in the capability to scout and determine their enemies' location and strength before formulating an attack. The wampas' aptitude for massively coordinated attacks made the species one of the most cunning killers in the galaxy. However, despite wampas demonstrating some intelligence and social development, most respected scientists nevertheless doubted the species' sentience.

Wampas were capable of emitting a terrifying hunting roar that could compete with Hoth's howling winds. Their howl was one of their greatest natural gifts, for it could blend in almost imperceptibly with the winds. Only the creatures themselves could tell the two sounds apart. Thus, the howl provided wampas with a highly efficient form of communication that often proved lethal to disoriented prey. In one unique instance, the Force-sensitive wampa Ku-Kak was trained to naturally understand the Chevin.

During the Republic occupation of Hoth in the Cold War, a group of Talz established a supply cache in a large cave that many wampas had overrun. However, the wampas within the cave did not show hostility toward the Talz, a species of white-furred beings from the frozen planet Alzoc III, due to the physical similarities between the two, for the wampas believed themselves and the Talz to be one and the same.

History

\"Hey! Steady, girl. Hey, what's the matter? You smell something?\"

- Luke Skywalker calms his nervous tauntaun before a wampa attack

Cold War encounters

\"How many wampa-filled ice caves are you willing to search through?\"

- Smuggler \"Guss\" Tuno

Wampas roamed Hoth's frozen surface as early as 3643 BBY, during the final years of the Cold War between the Galactic Republic and the Sith Empire. Prior conflict in the Hoth system between the two sides left the planet a graveyard of downed starship wreckage, which attracted salvaging pirates and, eventually, both the Republic and the Empire to return to reclaim their war machines, bringing with them renewed hostilities to Hoth's surface—and encounters by all with the planet's native ice creatures.

Hoth's alpha predators proved a surprisingly intelligent peril to the planet's newcomers, especially unwary travelers wandering too close to unexplored ice caves. Multiple combat patrols disappeared after seeking shelter in a cavern thought to be unoccupied. Horror stories of men swallowed whole by towering wampa ice creatures made the rounds among new arrivals to Hoth. According to reports during that era, wampas numbered among some of Hoth's most hostile wildlife to call the Clabburn Tundra home during the war. Disturbed by the occupiers' encroachment on their habitat, wampas preyed on entire squads of soldiers. Wampas also roamed among Hoth's Whiterock Wastes, Highmount Ridge, and Glacial Fissure areas.

The Hailstorm Brotherhood, a radical tribe of wilderness survivalists, were one of several pirate groups to gain purchase on Hoth. Republic forces on the planet first learned of the brotherhood from scouts who, while investigating a massive ice spire sculpture that the pirates had erected, reported encounters with half-naked warriors wearing wampa furs as they charged into combat. Master Sav, leader of the brotherhood, was once stranded and left for dead in wampa territory by Imperial forces, only to strangle one of the beasts with a tauntaun femur and skin it with one of its own claws, eventually making his way back to safety three weeks later. Sav's wampa ordeal made him a legend among his pirate brethren.

During the war Shai Tenna, a Weequay leader of the White Maw pirate organization, ran a sizable pleasure den within Hoth's Highmount Ridge, connected to which was an ice cave in which Tenna had trapped more than two dozen wampas of all ages as his \"pets.\" After the Republic's Havoc Squad, sent to Hoth on a mission to acquire one of the Empire's enigmatic Umbra encrypters, made a failed attempt to infiltrate Tenna's group, the Weequay pirate had them thrown into the cave to be fed to the wampas. However, Havoc Squad fought its way through the wampa onslaught, defeating the creatures and making it out of the cave to freedom.

While seeking refuge from Hoth's brutal elements, a Republic Talz commando unit and a group of wounded Republic soldiers fell under attack from wampas in their area. The Talz escaped from the attacking beasts, but the wampas dragged the Republic soldiers back to their den. At the behest of Kuthak, one of the Talz commandos, a Republic agent located the wampas' den, defeated the beasts inside, and rescued the wounded Republic soldiers from the wampas' clutches. To ensure no Republic soldier met the same fate again, the agent proceeded to kill the remaining wampas in the cave.

Wampas again attacked a Republic reconnaissance squad that was investigating nearby caves and the took the scout team back to their den. Concerned both for his missing men and whatever may have attacked them as a looming threat to other Republic forces on Hoth, Gavon Kroan assigned a Republic agent to help the scouts. The agent successfully rescued the Republic scout team from the wampa den.

A legendary wampa called the White Terror prowled Hoth's wastes during the Cold War, stalking whatever prey the conflict brought its way. While hunting for food, the White Terror once encountered the Jedi Kaiya Stas, who recognized that the wampa's path was taking it straight toward a colony of Ortolans. The White Terror wounded Stas in a failed attempt to stop the creature's approach. She later asked a Republic agent to destroy the wampa, warning that if the creature discovered a convenient source of food in the Ortolans, it would not stop its rampage until it wiped out the entire colony. The agent found the White Terror in the same den where wampas had previously taken the team of Republic scouts, and drew the wampa out from its lair by activating a sonic agitator. The agent then killed the White Terror, saving the Ortolan colonists.

One of the Sith's weapons on Hoth during the war centered on a Beast-Lord of the planet Onderon named Brutann, whose mastery of the dark side of the Force enabled him to control Hoth's most vicious predators, including the wampa. Brutann gathered an army of Hoth beasts aimed to destroy the Republic forces on the planet. Tasked by Jedi Master Heljus and his Padawan learner, Elsor, to stop Brutann, a Republic agent traveled to the Jagged Plains Cavern, where the agent defeated the Beast-Lord and his Force-dominated wampa, among other creatures.

Another group operating on Hoth, a collection of ex-Mandalorians called the Terror Brigade, became known among the Republic forces for their efforts to find new and wild combat thrills, which included wrestling wampas. The Terror Brigade captured Imperial Moff Yoren and offered to hand him over to the Republic on the condition that someone could survive their so-called \"Onslaught,\" a series of combat trials against progressively powerful opponents, both animal and humanoid. A Republic agent undertook the task of going up against the Onslaught within their compound, battling and defeating the Terror Brigade and the wampas they kept as part of the trial, among other combatants. In the challenge's final trial, the agent engaged in an extended battle with a large wampa named Ujooku, killing the beast and defeating the Onslaught.

In another wampa assault, the Imperial Agent \"Cipher Nine\" journeyed to a large cave system in the Hoth glacial fissure known as the Bone Pits on a mission in conjunction with the Imperial-allied Chiss to perform surveillance on the rogue Imperial Admiral Layek Davos, who was meeting secretly with a group of pirates for his own ends. Cipher Nine found the Bone Pits to be filled with nearly two dozen adult wampas clustered in the cave. Cipher Nine's spying of Davos's meeting with the pirates was interrupted when two of the beasts suddenly charged the agent's position, but Cipher Nine defeated both wampas. The agent proceeded to complete the surveillance mission and eliminate the largest wampas still remaining in the cave, before then slipping back out.

A number of Republic Talz set up a supply cache of ordnance, food, and medical equipment within the Ice Behemoth Cave, which was also overrun by many wampas both young and old. The wampas inhabiting the cave, however, displayed no aggression toward their Talz occupiers, believing the white-furred aliens to be wampas themselves as a result of the species' shared physical attributes. Upon discovering the site of the Talz supply cache, Imperial Commander Tritan tasked a group of agents with destroying their supplies in order to force the aliens into an assault, in which they could be destroyed. However, Tritan warned the agents of the danger in reaching the cache among the wampa cave and suggested that they not weigh themselves down when going against the ice creatures. The agents proceeded to kill many of the wampas en route to destroying the Talz cache.

During the Battle of Hoth in the Great Galactic War, which precipitated further conflict on the planet during the Cold War, the Empire lost an ancient Sith holocron thought to be destroyed, but which resurfaced years later in Hoth's starship graveyard, within the den of a hulking wampa. In a mission managed by Imperial Captain Kanen, an Imperial agent entered the den and recovered the holocron from the wampa after killing the creature.

An Imperial engineer named Soleks could not complete a mission to set up warning beacons around a massive Hoth sinkhole in the Clabburn Tundra because his work area turned out to be a wampa hunting ground, driving him away. Soleks instead handed the duty off to an Imperial agent, who cleared the Clabburn Tundra area of wampas and successfully installed the warning beacons. Wampas also mauled a response team sent by Imperial Captain Viatar to stop Republic sappers from destabilizing the icy foundations of an Imperial garrison on the planet.

Around 3639 BBY, several wampas were affected by a Seed of Rage, a Sith alchemical artifact planted in the northern reaches of the Glacial Fissure region, and they underwent significant physical changes. The infected wampas developed grey-black growths on their bodies, while their eyes turned red and their fur became black and gray.

Kyrisa, wampa master

\"I thought they only hunted when they were hungry?\"

\"They do what that Nightsister trains them to do.\"

- Imperial Security Bureau Captain Jeffren Brek's team discusses Kyrisa's trained wampas

Circa early 2 ABY, the Force-sensitive Dathomiri Nightsister Kyrisa took refuge on Hoth after being exiled from her homeworld of Dathomir. Kyrisa, strong in the Force power of beast mastery, soon gained command of a pack of the ice planet's native wampas through mind control. Cut off from her home and her family on Dathomir, Kyrisa depended on one of her wampas for physical and emotional warmth. Aside from beast control, Kyrisa also dabbled in genetic engineering, through which she eventually produced a gigantic wampa of unnatural size, Unkajo.

Kyrisa used her mind-controlled wampas to devastate nearby installations and to steal supplies. However, as complete control as Kyrisa had over her pack of wampas, her beast mastery quickly attracted the attention of both the Galactic Empire and Jedi sympathetic to the Rebel Alliance, who hoped to either harness her knowledge or remove Kyrisa as a threat to Hoth's local population.

Imperial Intelligence leader \"Blackhole\" had his own ideas how to employ Kyrisa's beast mastery and dispatched a team of Imperial Security Bureau agents, led by Captain Jeffren Brek, to capture her. During their search for Kyrisa on Hoth, Brek's team encountered two of the Nightsister's trained wampas, as well as the giant wampa Unkajo, who towered over its smaller brethren, prompting a skirmish between the Imperials and Kyrisa's beasts. Brek's team killed both of the two smaller wampas, before hamstringing and, as they believed, finally killing Unkajo as well, although the wampas knocked at least one of Brek's men out cold. After the skirmish, the Imperial agents collected the wampas' teeth and claws as souvenirs.

Only moments later, Kyrisa herself appeared before the Imperial agents, surrounded by another pack of obedient wampas, like an army of trained soldiers. Enraged at the loss of Unkajo, Kyrisa ordered the wampas to kill the Imperial team. However, the second battle turned out little different than the previous, with many more of the trained wampas being slain, before Kyrisa slipped away, with the surviving wampas of her group covering her escape.

Simultaneous with the Imperial mission, the Twi'lek Jedi Knight Rachi Sitra, along with another Rebel agent, embarked on her own mission to capture the dangerous Kyrisa from Hoth. At some point, Sitra ran into one of Kyrisa's trained wampas as well, although her combat skills served her well in the fight with the attacking beast. The Rebel agent party to Sitra also encountered Kyrisa herself and two of the exiled Nightsister's trained wampas. Enraged at the Rebel agent for having previously killed another of her bioengineered beasts, Kyrisa ordered the two wampas under her command to kill the agent. The two wampas, well-trained, fought to the death to defend their master, but the Rebel agent eventually won the battle and drove Kyrisa away for the time being.

Ultimately, the Dark Side Adept Namman Cha convinced Kyrisa to join him in service of Emperor Palpatine. He, too, however, had his own bout with Kyrisa's wampas while searching for her on Hoth before enlisting her as the Emperor's newest prize.

The attack on Echo Base

\"Had we remained longer on that frozen world, I have no doubt we would have had more nights filled with their horror.\"

- Voren Na'al

The Rebel Alliance established its secret headquarters on Hoth during the Galactic Civil War following the Battle of Yavin, in a series of ice caves that came to be known as Echo Base. Hoth's wampas soon enough became a serious threat to the Rebels, repeatedly attacking the base and its personnel.

During a bivouac while scouting the expanses of Hoth shortly after the final construction of Echo Base was completed, Rebel Major Kem Monnon, head of the Alliance Corps of Engineers responsible for the base's construction, and an outfit of men heard the howls of wampas in the night—one of the first encounters, albeit indirect, between the creatures and the Rebels of Echo Base.

The Alliance Survey Team Theta at some point found on Hoth the personal logs of a smuggler named Jonox Forb, who inhabited the naturally formed ice caves before their conversion into Echo Base. Although the fate of Forb's smuggling band remained unclear, the Rebel survey team reportedly recovered the logs from an abandoned wampa lair. The content of Forb's logs were not publicly revealed until the release of former Echo Base General Carlist Rieekan's personal historical records, which detailed the Rebellion's time spent on Hoth, during the later years of the New Republic.

As a measure of security, the Rebel Alliance's Standard Operating Procedure at Echo Base included scouting the barren wastes surrounding the facility. Initially, the Rebels detected only passive lifeforms, and there seemed to be very little danger on the remote ice planet. The first sign the Rebels saw that they were not alone was the discovery of a dead tauntaun just outside the base. When the dead animal was brought before 2-1B, the base's chief medical droid, he determined that the tauntaun's neck had been snapped. Knowing how strong the stubborn animals were, the base's personnel found the thought that some creature was strong enough to do such damage more than frightening. 2-1B also assisted in an Echo Base investigation that led to the discovery and capture of several wampas from a nearby cave.

Soon thereafter, Luke Skywalker and Han Solo were on a routine mission to place sensor beacons around the perimeter of the base. Solo informed Skywalker that he had encountered an animal carcass, which he believed to be a recent wampa kill, and urged Skywalker to be on guard before he headed back to Echo Base. Solo later told base personnel that he had discovered some wampa kills out in the snow. Skywalker, however, failed to report in from his scouting work, as he was attacked by a male wampa while astride his tauntaun. The wampa landed a crushing blow to Skywalker's face with a swipe of its powerful claw, knocking him unconscious and opening up a gash on the side of his face. His tauntaun was killed instantly with a crushing grip that snapped its neck. When Skywalker awoke, he found himself hanging upside down, his feet frozen to the ceiling of the creature's cave, and another wampa eating the corpse of his mount. Skywalker was able to escape the cave using the Force to pull his lightsaber into his hands, cutting himself down from the ceiling, then cutting off the creature's arm with his lightsaber just as it was about to attack him.

After Skywalker revived from his medical treatment inside a bacta tank, he confirmed the Rebels' worst fears. He described being attacked by a large creature three meters in height with deadly claws. Although he had only knowingly seen one of the beasts, where there was one, the Rebels reasoned, there was likely to be more. As a result, the base immediately stepped up its security measures.

Echo Base sent out a few patrols to locate the creature that wounded Skywalker. Although they failed to find Skywalker's one-armed attacker, they did encounter another wampa. After stalking the Rebels for some time, the wampa finally attacked the group from its cover beneath a snow mound, surprising its prey. The wampa continued to make hit-and-run attacks at the Rebels, trying to take its prey one being at a time, unwilling to allow such a significant amount of food to get away.

The evening after Skywalker's recovery, Echo Base came under attack. It started with the sound of howling, a noise not unusual to those in the base, who were accustomed to Hoth's howling winds. Still, this noise was louder and angrier. Shortly after the howling started, the base's command center received a brief comlink call from Bervin, a perimeter scout, which was abruptly cut off by a bellowing inhuman roar and a horrified, distinctly Human scream. Major Bren Derlin, head of security at Echo Base, and others in the command center rushed to Bervin's post. There, they found only the signs of a struggle, but no sign of Bervin himself. Blood was splattered against the far wall of snow, where a large cave-in had occurred. The blood trail followed the shallow trench where Bervin's body had been dragged out of the post and into the icy night of Hoth.

Before long similar calls began to come into the command center. Attacks all along the base's perimeter were reported. All described the same: a lone sentry, attacked and dragged off into the night. Efforts were made to ready the base's T-47 airspeeders, but there was no need. The creatures came to them, crashing through the carefully carved ice walls of the facility. The base was soon filled with a horde of attacking wampas. The personnel of Echo Base were ready to protect their fortress, however. They held off the beasts with concentrated artillery barrages, while the wampas outside the base were similarly repelled by the Rebels' blaster fire. The creatures inside the base were rounded up with the help of the droids C-3PO and R2-D2. At the heart of each attack was one commonality that had gone unnoticed until the droids brought it to the attention of Major Derlin. They noticed that the high-pitched beeps of the base's astromech droids drove the wampas into rages. The Rebels were able to use recordings of astromech droids to drive the creatures out of their dark, icy crevasses. They stunned the wampas into incapacitation, and stored them in heavily shielded pens in less vital sections of Echo Base. The pen doors were marked with yellow and orange warning signs, nicknamed by those in the base as \"do not disturb\" signs. The Rebels believed that the wampas had attacked the base to defend themselves from what they perceived as an invasion of their territory. Additionally, research later revealed that the astromech droids' high-pitched beeps and wails were similar to the sounds made by females in search of a mate. This further explained the wampas' rampages, with males having discovered pieces of metal machinery after thinking they had discovered a new companion.

Battle of Hoth

\"Rebel troops?\"

\"I don't think so, sir.\"

- Darth Vader and a snowtrooper lieutenant discuss Echo Base's caged wampas

The Galactic Empire discovered the Rebels' hidden Echo Base in the immediate aftermath of the wampa assault on the ice facility through the reconnaissance efforts of a remotely deployed Arakyd Viper probe droid. While performing its reconnaissance work of the ice planet prior to detecting the Rebel presence on Hoth and transmitting its accompanying sensor data back to the Empire, the probe droid discovered a large mound of snow in the Hoth wastes. Upon the droid probing the mound with a low-powered laser beam, a large wampa emerged from the snow pile, having been sleeping there. The probe droid quickly regulated the potency of its high-powered laser cannon and disintegrated the beast with a single blast.

While hunting a herd of grazing tauntauns, another wampa also encountered and attacked another Imperial Viper probe droid scouting the planet. After a short clash between blaster and claws, the wampa defeated the droid and dragged it back to its ice cavern, where it suspended the machine in the icy ceiling above the skeletal remains of former prey.

During the desperate haste to escape Echo Base in the face of the Imperial invasion during the Battle of Hoth, C-3PO came upon one of the pen doors while trying to catch up with Solo, Princess Leia Organa, and the Wookiee Chewbacca on their way to the Millennium Falcon. Knowing an advance group of snowtroopers was directly behind him, Threepio tore off the door's warning label and proceeded to disappear around another bend in the corridor. The pursuing troopers reached the door. Their leader punched the controls to slide it open, knowing it would take more than locks to stop an Imperial advance. The group marched into the pen with military efficiency, only to be slaughtered by the caged wampas. Once Darth Vader reached the room, all he saw were piles of blood-stained snow, a cave-in exposing the pen to Hoth's daytime sun, and some of his most seasoned, well-trained troops dead on the ground.

In the chaos during the battle, the primary entrance point the wampas used to infiltrate and attack Echo Base, a small room off one of the main corridors that had been sealed, was uncovered. The entrance point opened to a small tunnel that led to the large valley where many of the wampas lived and, consequently, where the attacking wampas had originated. As the battle raged, a visitor to Echo Base followed this tunnel into the large snowy valley, where, in a nearby camp, he found one Professor Blainekie, a Rebel researcher investigating the wampas in the vicinity. Blainekie required assistance with defeating the valley's wampas, including the giant wampa Unkajo. The Echo Base visitor complied and successfully brought down the towering creature.

While attempting to escape from Hoth late during the battle, mercenary Dash Rendar encountered several of the Rebels' caged wampas throughout the bowels of Echo Base. After witnessing the havoc wreaked upon the base by the wampas, the Empire in turn bioengineered the cliff wampa to guard Imperial interests on the Gall moon.

Hunting wampas for sport

\"There's a huge black-market price on wampa pelts, you know.\"

- Burrk

A certain subclass of big-game hunters existed who specialized in the \"sporting\" hunt of large predators like the wampa. They often traveled to the remote Hoth system to hunt wampas. Poachers and hunters had been tracking wampas for decades prior to the onset of the Clone Wars, though their mortality rate often exceeded the creatures themselves. Wampa pelts or stuffed heads were prized trophies among hunters, and a black-market fur-trading operation that involved wampas existed in the Outer Rim at some point before 33 BBY. Wampa \"souvenirs\" and even clothing made of wampa fur had been known to command high prices at galactic trading posts by the early years of the Galactic Civil War. Wampa meat was also served in some corners of the galaxy—as of 31 BBY, a serving kitchen within the space station Darkside on an asteroid in the Cularin system asteroid belt had twenty kilograms of ground lean wampa meat stored in a freezer. By 1 ABY, the sporting hunt of wampas was illegal, though hunters were still able to sell their wares on the black market for high gain. Wampas were later included in Galactic Federation of Free Alliances legislation to protect endangered species from extinction.

In one well-known case, the wampas' ability to organize coordinated attacks was well demonstrated. A group of failed stormtrooper cadets established a business as guides leading these big-game hunters in pursuit of Hoth's wampas. Initially, they met with great success due to their advanced weaponry. However, by the fourth expedition the wampas had learned their enemy's secrets. The hunters landed and set out in search of their quarry. Meanwhile, the wampas found and destroyed the expedition's starship. Over the course of the next several nights, the wampas circled the camp, howling madly. The frightened hunters wasted their ammunition shooting at shadows until the wampas attacked. The beasts dragged away just one hunter with each assault. Finally, the last two survivors killed one another rather than allowing themselves to fall prey to the wampas. This was one tale typically told by big-game hunters; some circles doubted the validity of the tale, pointing to the loophole that if there were no survivors, no one could have lived to report what had happened.

Skywalker later re-encountered the wampa he wounded with his lightsaber nine years later during a subsequent journey to Hoth with the Jedi Knight Callista Ming. There, they discovered a group of stranded wampa poachers, including a former stormtrooper named Burrk, and two Cathar brothers. The three had set up a business taking hunters to Hoth to hunt what they termed \"the biggest game in the galaxy.\" The group found success after two hunting rounds, collecting the pelts of several creatures and killing numerous others. But on their third trek into the Hoth wilderness, the poachers met with disaster. They returned to their starship to find their pilot slaughtered. Trying to investigate the cause of death, the group was attacked by a group of wampas, killing a guide and three clients. The surviving five members found shelter in the abandoned Echo Base.

When Skywalker and Ming arrived on the planet just days later, the two Jedi and five survivors were once again attacked by an army of wampas who had grouped together under the leadership of the dismembered beast, who recognized Skywalker's and Ming's lightsabers as a threat. As a coordinated group, the wampas displayed enough intelligence to ruin the flight controls of the Jedi's ship, as they had with the poachers, to prevent escape. After the wampa horde chased the group back into the confines of Echo Base, the beasts created a diversion by banging on the base's closed shield doors until they could break through the icy walls of the facility. Skywalker and Ming were able to reach their damaged ship with the stopping power of their lightsabers—Skywalker killing the one-armed beast for good in the process—and escape the planet after rigging their vessel to restart through an alternative power source, but not before the remaining poachers were killed. Skywalker later remarked that he believed the one-armed wampa recognized him personally and that they consequently possessed long-term memories.

Other encounters

By 27 BBY, a Shi'ido Changeling impersonating the former Twi'lek Jedi Knight-turned-pirate Reess Kairn had set up a lumni-spice mining operation on Hoth using the planet's wampas as food-collecting servants. He fitted several of the creatures with a type of bio-stimulant brain implant, making them more docile and able to understand and respond to the Shi'ido's verbal commands. They were instructed to retrieve tauntauns and bring them back to his subterranean cave, where they were taught to skin them in preparation for his consumption. Hoping to collect a posted price on Kairn's head, the bounty hunter Aurra Sing infiltrated the cave draped in the skinned hide of a dead wampa. She was able to neutralize the Kairn impersonator while simultaneously killing many of his wampas in a manufactured cave-in. The rocky collapse awakened a large dragon slug, which also crushed one of the wampas in its massive jaws.

The Balti smuggler Bingo Mehndra possessed a captured pet wampa in a secret Hoth base of his. When the Hutt crime lord Jabba Desilijic Tiure sent his musical retainers, the Max Rebo Band, on a covert assassination mission to Hoth to kill Mehndra, the smuggler threatened to feed the musicians to his wampa if he suspected a trick. The participants of Jabba the Hutt's demolition games later encountered a single wampa while competing on Hoth shortly before 4 ABY.

On a mission to Hoth in 14 ABY, Jedi Master Kyle Katarn and his apprentice, Jedi student Jaden Korr, encountered several rogue wampas around the perimeter and inhabiting the ruins of Echo Base. Korr found one wampa in particular attacking a tauntaun within the base.

Wampas in the galaxy

\"Stoopa! You said wampa protect me from intruders! Not kill me!\"

\"I…thought we could control it, Lord!\"

- A Hutt and a Twi'lek, realizing the futility of trying to hold a captive wampa

Knowledge of the wampa throughout the galaxy was limited. Of those aware of the creatures' existence, understanding typically came by way of overhearing big-game hunters speak of what they considered legendary quarry on account of the wampas' violence and formidable claws and teeth. Indeed, hyperbole and rumors of the wampa's fearsomeness abounded. The planet Hoth was synonymous with the wampa—in the rare instances the planet was mentioned in conversation, it was common to hear the wampa mentioned in the same breath.

Many believed that wampas possessed at least rudimentary intelligence. Through extensive research into the records of other creatures appearing similar to the wampa, evidence had been found suggesting mass coordinated attacks made by the creatures. In some cases, these attacks laid waste to entire outposts of colonists on other worlds. This was later substantiated by the Rebels of Echo Base.

Wampas were one of several \"trophy\" animals smuggled onto the planet Coruscant for the pleasure of its citizenry. As with their smuggled counterparts, these wampas were quickly discovered to be too dangerous to handle and were either released into the environment or escaped on their own, labeled from that point as \"fugitive animals.\" These renegade wampas instinctively migrated to Coruscant's cooler polar regions to eke out an existence. Wampas also existed on the Outer Rim ice world Rhen Var.

As of 41 BBY, the Galactic Republic prohibited the transportation of wampas throughout the galaxy. The Jedi Master Tholme and his Padawan, Quinlan Vos, were assigned to track a felonious dealer of interdicted beasts to the planet Ryloth, where they suspected their target was connected to the Twi'lek Clan Secura. Unbeknownst to the Jedi, the Hutt crime lord presiding over the slave trade on Ryloth held a captive wampa—one of the interdicted beasts—in the name of personal security, sold to it by Pol Secura. The wampa managed to break free of its restraints during the Jedi's visit, killing the Hutt and several others nearby. The young slave girl Aayla Secura was able to reach out telepathically through the Force to call to Vos for help during the confusion. He soon arrived at her side but found himself overmatched by the large beast after first naively trying to reason with it. On the brink of death within the wampa's grasp, Vos, with the assistance of the young Secura, called his lightsaber to his hand via the Force and put an end to the wampa's rampage. With Secura's sensitivity to the Force realized, she was taken to Coruscant to be trained as a Jedi.

Around 32 BBY, the crime lord Gargonn the Hutt ran an enterprise shipping exotic beasts around the galaxy, operating the Circus Horrificus, a gruesome traveling show of alien monstrosities, out of the bowels of the moon Nar Shaddaa. Wampas listed among the many beasts included in Gargonn's animal smuggling ring.

Cog Hive Seven

\"You weren't supposed to survive your match with the wampa.\"

- Sadiki Blirr, to Darth Maul

The space penitentiary known as Cog Hive Seven ran an extremely lucrative yet illicit gambling operation a decade and a half before the beginning of the Clone Wars. By forcibly pitting its inmates against each other in gladiatorial combat and betting on the matches using an elaborate algorithm to predetermine the winner of each bout, the prison made a fortune at the expense of the galactic gambling community. Cog Hive Seven eventually obtained a wampa from a couple of freelance bounty hunters, who delivered the creature to the prison from an abandoned spaceport in the Anoat system. Believing the wampa to have previously fought in illegal gladiatorial contests, the prison's administration planned to match the beast against its own inmates. The wampa was yet infected with a disease that greatly affected its physiology.

In 33 BBY, Darth Maul, apprentice of the Dark Lord Darth Sidious, infiltrated Cog Hive Seven on a mission for his Master by masquerading as an inmate, though he was forbidden to call upon the power of the Force or reveal his true identity as a Sith Lord. Cog Hive Seven's algorithm soon matched Maul against the prison's wampa, a fight that Maul was calculated to lose, with the majority of offworld gambling combines betting that the odds were in the beast's favor. The wampa stood nearly three meters in height, with a battered physical appearance indicative of previous combat, including a filthy, blood-stained pelt that had been ripped away in spots along its chest and abdomen, and a cranial horn that had been partially snapped off. The fight began with the wampa slashing Maul twice with its claws. Maul retaliated but quickly came to the realization that there was indeed something profoundly wrong with the creature after driving his elbow into the wampa's skull with a force that should have broken its neck, to no effect. The disease that infected the wampa enabled it to continue fighting even after Maul shattered its skull with a subsequent head-butt, but Maul put an end to the match by driving his arms through the soft tissue of the wampa's torso and crushing its heart between his hands.

Clone Wars

Wampas were occasionally found participating in illegal gladiatorial games on a number of Outer Rim worlds. Early during the Clone Wars, Dark Jedi Asajj Ventress faced a wampa, among other opponents, in the Cauldron, an infamous gladiatorial arena on the rocky planet of Rattatak. She hoped to persuade Count Dooku to accept her as his Sith apprentice by displaying her combat abilities. In similar fashion, the Jedi Master Luminara Unduli faced off against a wampa in gladiatorial style combat while in the Arena of Doom, a gladiator stadium owned by Mondo-Mod the Hutt, who had his wampa contestant shipped in directly from Hoth. Without using her lightsaber or Force abilities, Unduli defeated the beast by jumping, grabbing its horns, and flipping it. She attributed her victory to simple physics. For her victory over the wampa and subsequent opponents, Mondo-Mod revealed to her the location of a Separatist Droid Army factory on the planet Diorda.

The Rodian Onaconda Farr, senator of the Doldur sector, possessed a wampa-skin rug during the Clone Wars. Farr kept the rug, comprising a stuffed head but bereft of appendages, within his retreat on the planet Rodia. Warm wampa-skin rugs of high quality immediately showed visitors to one's home that one was an individual of refined taste and class.

On a tactical screen within a Republic ground base command center commanded by Anakin Skywalker at some point early during the Clone Wars, Aurebesh lettering described a sort of wampa attack taking place. Also present within the base's command center was a chest with the Aurebesh lettering \"HOT-.\" A Low Altitude Assault Transport/infantry with a picture of a snarling Wampa on the front saw service with Republic forces during this period, and it was given the nickname Wampa Runner.

A sizable community of wampas lived on Asuin, a planet deep within Hutt Space besieged by fierce ice storms, during the Clone Wars. Jedi Generals Obi-Wan Kenobi and Anakin Skywalker landed on Asuin during the war while pursuing valuable stolen data containing the location of the Confederacy of Independent Systems' hypermatter generators. Upon touching down on Asuin's surface in dropped speeders, Kenobi and Skywalker quickly fell under attack by a large group upwards of ten wampas. The Jedi escaped the beasts by leaping to the far side of a nearby ravine, leaving the wampas to push Skywalker's speeder into the deep chasm separating the two parties. Kenobi, specifically, recognized the creatures and referred to the wampas by species name.

A particularly abrasive slicer used the handle \"wampa1\" as his user identification while posting comments on a HoloNet message thread during the height of the Clone Wars.

At some point during the Clone Wars, the Chevin slaver Phylus Mon kept a single male wampa named Ku-Kak as a personal bodyguard in addition to several other retainers. Mon discovered the wampa on a distant ice-covered world and selected the beast into his employ due to its unique ability to wield the Force. Ku-Kak's training under Mon included understanding and being able to respond to his master's commands in the Chevin language and also to identify and attack Jedi, for whom Mon held a strong dislike. The wampa identified Jedi by the fact that they carried lightsabers, and because he differentiated them from Mischa Vorfren, a male Anzati soldier also in Mon's employ who carried a lightsaber that Ku-Kak had collected as a trophy and given to him, and whom Ku-Kak considered an ally. To combat Jedi, Mon provided Ku-Kak with a Sith sword that he had picked up during his travels; the wampa proved very adept at wielding the sword, which augmented his powers in the dark side of the Force. Additionally, Ku-Kak, like the other slaves under Mon's command, was outfitted with an explosive device in his heart programmed to detonate in the instance that Mon died and the Chevin's own heart stopped beating. Although this provided Mon's lieutenants with the motivation to fight for him, the wampa lacked full awareness of what had been implanted inside him.

Mon traveled with an entourage of enslaved creatures wherever he went—his so-called \"zoo\"—to which the wampa belonged. The wampa accompanied Mon during his attack of the Sith fortress on the planet Almas in the Cularin system, where the Chevin stole the darkstaff, a powerful Sith artifact, and during which multiple Jedi were killed. A team of Cularin heroes attempting to end the threat that Mon posed encountered Ku-Kak after infiltrating the throne room of Mon's starship, the Animiasma, within the Cularin system asteroid belt.

During the Clone Wars, some clone troopers were known to dress up in special wampa suits for special occasions. For Halloween, some were known to have dressed in a purple fur wampa suit and for Life Day there was a simple white suit.

Galactic Civil War and beyond

\"That wampa on the wall was my kill!\"

- Bossk

By 2 BBY, among other lethal creatures, including an acklay and a krayt dragon, the Imperial Captain Ozzik Sturn displayed the head of a wampa in a trophy room he maintained in his personal quarters on the planet Kashyyyk. Sturn, a big-game hunter, collected the heads of his prey during hunts.

Six months after the Battle of Yavin, the Shi'ido Senior Anthropologist Mammon Hoole shape-shifted into a wampa while he and his nephews, Zak Arranda and Tash Arranda, were attacked by a horde of zombies in the Crypt of the Ancients on the planet Necropolis. Hoole was able to manhandle the zombies in his transformed physicality. In 1 ABY, Darth Vader and a stormtrooper detail arrived at the Jedi Enclave on the planet Dantooine, where Vader discovered a clone of himself. While the two engaged in a Force duel, a similar clone of Hoole in the transformed shape of a wampa neutralized one of the stormtroopers.

Circa early 3 ABY, Crazy Larry's Galactic Getaways, a travel agency, featured a still image of a wampa in its advertisement for a vacation to Hoth. The advertisement warned potential customers that interaction with the planet's native wildlife occurred at their own risk, citing the wampas' history of attacking landing starships and other vehicles.

While in pursuit of the bounty hunter Boba Fett late in 3 ABY, Dash Rendar encountered the Imperial-bioengineered cliff wampa in Smuggler's Canyon near the Cadavine Sector Fleet Imperial Enclave on the moon of Gall. Mara Jade encountered the swamp wampas of Dromund Kaas on a mission to that planet in 10 ABY.

Wampas also held an element of cultural significance for many. The forces of the space pirate Gir Kybo Ren-Cha flew stolen TIE Fighters emblazoned with their trademark red wampa skull signet in the years prior to the Battle of Yavin. By 1 BBY, Holgurn, a Gamorrean messenger in the employ of Jabba the Hutt, was familiar enough with the creatures to compare the inexperienced Rodian bounty hunter Greedo to the inconspicuousness of a wampa, while an Imperial TIE/LN starfighter pilot went by the nickname \"Wampa\" during the Galactic Civil War for icy precision in battle. Also during the Galactic Civil War, wampa stuffed animals offered denizens the soft and cuddly aspects of the creature without the danger of being mauled and eaten.

In later years, Rogue Squadron Colonel Gavin Darklighter designated an enemy starship as \"Wampa\" during the Battle of Sernpidal in 26 ABY amidst the Yuuzhan Vong War. A Jedi Initiate training clan of the New Jedi Order—the Wampa Clan—was named after the Hoth creatures. The martial arts form Teräs Käsi consisted of two combat techniques named after the wampa—the Charging Wampa and the Slashing Wampa. The city of Pons Ora on the planet Abafar hosted a business known as Adopt-a-Wampa, though exactly how one could adopt one of these highly dangerous creatures, or why they would want to, was unclear.

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If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","effects":[]},{"_id":"OTZlYTdlZmNhYTIy","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The wampa has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","effects":[]},{"_id":"YzQwMjAwZWVlOWE0","name":"Snow Camouflage","type":"feat","data":{"description":{"value":"

The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","effects":[]},{"_id":"MmYxOTc1ZWVhYWI3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2Q5ZWQyNTRlM2Vm","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage.

The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new)
  • 60 credits (used)
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

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The Mistryl makes three unarmed strikes or three dart attacks.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13: -Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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Massiffs were reptilian creatures found on Geonosis and Tatooine. The species' original world was unknown; however, the Geonosis and Tatooine populations were by far the most numerous. Canine in appearance with an armored hide, the beasts could be domesticated and used for sentry and guard tasks. On Geonosis, possession of a massiff was a sign of authority and aristocracy. The Geonosians and massiffs had a somewhat symbiotic relationship; in exchange for shelter, the creatures would rid the hives of pests. It was easy to tell the age of a massiff, for they grew a new pair of antlers every standard year.

DesignationNon-sentient
Average height0,76 meters
Homeworld
  • Geonosis
  • Tatooine

Biology and appearance

Massiffs had coarse skin, large jaws, toothy mouths, big dark eyes and a line of hard spikes along their backs.

History

In addition to being introduced to Malastare, the massiff was domesticated by the Tusken Raiders of Tatooine. Researchers believe that an interstellar freighter carrying the animals crashed in one of the planet's sandstorms around 222 BBY. The resulting slaughter by the Sand People left only one survivor, while a small portion of the massiffs were kept by the attackers. Their senses being attuned to the clear conditions of Geonosis, massiffs were useless as sentries in Tatooine's constantly blowing sand. Instead, they found their niche as camp defenders, attacking any intruders on sight. The presence of massiffs was a contentious one among the Tusken clans, as many felt that they were a departure from tradition. Because of this, warring clans would often try to slay each other's pets as gestures of insult.

The proximity of Geonosis and Tatooine undoubtedly led to the migration of the creature from one world to another, most likely the result of careless traders introducing the animal into a new ecosphere. On Geonosis, massiffs were emblems of the Geonosian aristocracy, and domesticated massiffs were used to rid the hives of vermin. On occasion, massiffs were used in arena fighting. On Tatooine, they were similarly domesticated as camp guard animals.

During the Clone Wars, at least one massif was used by the Grand Army of the Republic for military purposes, being handled by an ARF trooper accordingly nicknamed \"Hound.\" He was used to track Jedi Ahsoka Tano on Coruscant.

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The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

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\"My blurrg may be ill-tempered, but she's much faster than your riding machines.\" 

- Tae Boon, to \"Stak\"

DesignationNon-sentient
Classification

Reptile

Skin color
  • Mottled brown
  • Blue
  • Green
Eye colorBlack
Homeworld
  • Arvala-7
  • Endor
  • Ryloth
DietHerbivore

A blurrg (plural: blurrg or blurrgs) was a non-sentient, two-legged beast of burden found throughout the galaxy. Blurrgs were notably used by the Twi'lek Resistance and Free Ryloth movement during the Clone Wars and Imperial Era, and they were also corralled by the moisture farmer Kuiil on Arvala-7.

Biology and appearance

Blurrgs were a two-legged non-sentient species that were used as beasts of burden on a number of worlds located across the galaxy, including Endor and Ryloth.

Behavior

Stoic and strong, they were used for everything from agricultural labor to war. Male blurrgs were eaten by females after the mating process.

History

The Twi'lek Resistance on Ryloth rode blurrgs in battle during the Battle of Ryloth, where they were used at the final offensive against Separatist forces in Lessu, charging at droid troops with the Grand Army of the Republic's Lightning Squadron. During the time of the Mission to Zygerria, some blurrgs were sold in the markets of Zygerria. Around 9 ABY, the bounty hunter known as \"the Mandalorian\" and the Ugnaught Kuiil tamed and rode blurrgs during the hunters' mission to Arvala-7.

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The blurrg deals double damage to objects and structures.

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The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

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The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

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DesignationSemi-sentient
Hair color
  • Gray
  • Light brown
DistinctionsSharp claws
Habitat

Rocky

The cliff wampa was a brown-furred, rock-climbing subspecies bioengineered from the wampa ice creature native to the frozen Outer Rim Territories planet Hoth. After learning of the ice wampa's powerful ferocity during the Battle of Hoth, the Galactic Empire captured several of the creatures, and Imperial biologists artificially adapted them to various environments. By 3.5 ABY, the Empire had placed the resulting cliff wampa on the rocky Outer Rim moon of Gall to guard local Imperial interests.

Biology and appearance

A product of Imperial bioengineering, the cliff wampa was a manufactured subspecies of the wampa ice creature indigenous to the ice planet Hoth. Whereas the ice wampa was covered with a coat of white fur for camouflage on Hoth's frozen plains, the cliff wampa was gray or light brown in color to blend in with the rocky habitat of the Imperial-controlled moon of Gall. The cliff wampa boasted sharp, iron-strong claws capable of climbing or digging through solid rock, much like the Hoth wampa would dig through ice.

Behavior and intelligence

Like its Hoth cousin, the cliff wampa was semi-sentient in nature. Cliff wampas were temperamental and hungry, and would maul anything or anyone they encountered.

History

The origin of the cliff wampa began during the Rebel Alliance's tenure at the Echo Base facility on the Outer Rim Territories ice planet Hoth. The Rebels of Echo Base endured repeated assaults on their encampment from Hoth's native wampas. During one such attack, the Rebels neutralized and incarcerated several of the creatures, holding them in secluded pens within the base.

Later, during the Imperial assault on Echo Base in the Battle of Hoth, several of the Dark Lord Darth Vader's elite snowtroopers were slaughtered by the Rebels' caged wampas after charging blindly into one of the creatures' holding pens inside the base. Imperial biologists were so impressed with the powerful wampa after receiving reports of how the creatures terrorized Echo Base that the Empire managed to capture some of the beasts and, through bioengineering, adapted them to survive in various environments as guard animals. The cliff wampa was a result of the Empire's efforts.

Cliff wampas in the galaxy

By 3.5 ABY, just months after the Battle of Hoth, the Empire installed the cliff wampa to guard the Cadavine Sector Fleet Imperial Enclave on the rocky Outer Rim moon of Gall. The mercenary Dash Rendar, who had previously come face-to-face with the Rebels' captured ice wampas within the bowels of Echo Base during the Battle of Hoth, encountered a single cliff wampa while attempting to infiltrate the Imperial Enclave through the high cliffs of Smuggler's Canyon in a failed effort to rescue the captive Han Solo from the bounty hunter Boba Fett.

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The wampa has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d10+5) kinetic damage.

The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Ranged Weapon Attack +8, Range 25/50ft., One target. Hit : 8 (1d6+5) kinetic damage.

If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":5,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One More Of Your Choice"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","token":{"flags":{},"name":"Inquisitor, Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"FLniDPzRnl5dBYhQ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjQ4MjY0NGM2NGRl","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, saber throw, slow

1st-2rd level (18 Force Points): dark side tendrils, fear,

force jump, force sight, hex, sense force, stun

Force Resistance. The inquisitor has advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"YjQ5MWQ5M2MzM2Vl","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"NDI5NzFjYTAyZjdh","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"YjgwMWU3M2I3NGM4","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"ZmQzOTA2Y2MxMTE4","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"PfkWOR0v1rnGyPGF","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"hYgCldu9cN7ZF7co","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"F3pdGg7NYS0TTW02","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"LvwcOkTa2bV4QKbF","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"r5d8xWn7dHlI4Wgz","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"30o04FESZchKU1tU","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"JbuoHFnAvfhp6MDN","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"phijVZCaYCtcLZ0s","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XUrE5bimtnF4iqIr","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"4TQ5QvIHI4VBk09L","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZxDwP3AYr2hueuL6","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"FvW2vADBQoEyIzW1","name":"Giant Worrt","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
DesignationNon-sentient
ClassificationAmphibian
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

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The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The matriarch can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

Sith'ari

Sith'ari was a title that, in the ancient Sith, meant \"Lord\" or \"Overlord,\" first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean \"perfect being\" or \"god.\"

THE SITH'ARI PROPHECY

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before. 

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If the Sith’ari fails a saving throw, it can choose to succeed instead.

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The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points.

The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull,

necrotic charge, saber reflect

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight, force throw

3rd-level: choke, force lightning, force scream, knight speed,

sever force

4th-level: drain life, force immunity, improved force

camouflage, shroud of darkness

5th-level: greater feedback, improved force scream, improved

phase strike, telekinesis

6th-level: crush, force chain lightning

7th-level: force lightning cone, ruin

8th-level: death field

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The Sith’ari has advantage on saving throws against force powers.

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When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MGUxY2QyYjk2NDQy","name":"Orbalsik Armor","type":"feat","data":{"description":{"value":"

The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"YjVhMmFlNjVlZTc1","name":"Orbalisk Regeneration","type":"feat","data":{"description":{"value":"

The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"YzBjNDhjYzEzZDY5","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MzBlYTdiYzY1YTlj","name":"Multiattack","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWMwOTQ0OGRiYjQz","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MTQ4Njc2ZTE2NTA2","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Sith'ari casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MDcwNjk4OTYyMjg3","name":"Move","type":"feat","data":{"description":{"value":"

.

The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"ZTMxYTVkZWZhYzhh","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"NDE2OTAzMmFkNjA4","name":"Deathblow (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"Pym2O5YTvkGMuzFH","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"ZvdU69jkdnLSb2uH","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"XI3papz9pcZKBJav","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"t45avRzz64yc4Jlo","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"nS3ohgLHEDn2zGqX","name":"Necrotic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u68xKTsuW71YT0NG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Necrotic%20Charge.webp","effects":[]},{"_id":"woDzVb6mYzgK0DJ1","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"500KerJxJ7CGqxf4","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nsKj4kEPyl4j6bCm","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"4mNVtS2XiQLw8n3c","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"yECyhjfBdjjjpS9v","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jugA4YVUkWGbPQNE","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"DUpLF84nveXtQmLF","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"g1rotWGMk9Hm5ymB","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9I6qDoYuWNJtgW5g","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ro9dUltbBxjhENVP","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"qNd3HWGgEIH1NedH","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"oychbNIn25eWariQ","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"iaUYGkgDKuRz8eGT","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ngHou14LYdzoEFAn","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9xdhMOU1nilqrpit","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"Odf29nFxZxc2rEOO","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"i2n1wAFzH6DDZSeZ","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6z4EL1wii1ctdtRS","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"nyrUbRmecfRBHMXy","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"UI23HhtiGbJKjtuG","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"4rIZDcYobndM27MS","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6XEkrj3Cfd3mNQck","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hTz8OVOxiznBq5Qq","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"k6r9JFRa0Jo4h5w7","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"3A7pHktvz2Kmx59q","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"SnUq9LTwkGOZt2j7","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"S8WqB61I6ajr8Cuf","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]}],"effects":[]} -{"_id":"GZuqfdWU9Wteztvr","name":"Greysor","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":10,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 11"}},"details":{"biography":{"value":"
Hair colorOrange and White
Eye colorRed
Homeworld
Naboo

The Greysor was a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.

Wild greysors hunted in packs of 2 to 12 individuals. They hunted mostly rodents and shaaks, but occasionally scavenged carrion. When hunting, they relied on the sense of sight more than smell. Wild greysors were known to be plagued by fleas.

There were several varieties of domesticated greysor—stubtail, bounder, and manadept being the most common. Domesticated greysors were most often kept in kennels; it was considered \"unwise\" to keep greysors and twirrls together. Greysors were born one at a time. They burrowed with their mother until they were mature (four to six weeks old).

Greysors had nonretractable claws, ideal for running fast. To keep them balanced while running they had an aerodynamic tail.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","token":{"flags":{},"name":"Greysor","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"GZuqfdWU9Wteztvr","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDc3YzQ5ZGEyMjg0","name":"Keen Sight and Smell","type":"feat","data":{"description":{"value":"

The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","effects":[]},{"_id":"YTVlMzk0ZDVjOTdk","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The greysor has advantage on an attack roll against a creature if at least one of the greysor's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","effects":[]},{"_id":"MmU1N2Q2YjE4YThl","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","effects":[]}],"effects":[]} -{"_id":"Gd6bn1BopxVtGtVV","name":"Medical Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural plating"},"hp":{"value":42,"min":0,"max":42,"temp":0,"tempmax":0,"formula":"7d8+14"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":42,"min":0,"max":42},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 16"}},"details":{"biography":{"value":"

Medical droids, medi-droids, meddroids, Emdee droids, or surgeon droids were specialized in medical and surgical operations. A classification of first-degree droid, medical droids were actually considered to be members of the larger biological science droid classification, but were typically listed separately due to their prominence.

The galaxy was full of sentient species and it could be very hard for a flesh-and-blood doctor to know how to effectively treat more than a few of them. Medical droids had no such shortcomings, some even had a passable bedside manner. The most popular meddroids included the 2-1B surgical droid and FX-series medics. GH-7 medical analysis units were common throughout the Galactic Republic, while the Sith employed DD-13 medical assistant droids for their dark reconstruction surgery.[3] There were even models that specialized in non-sentient creatures.

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Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

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Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

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The Droid can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

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When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.

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Ranged Weapon Attack +5, Range 40/60 ft., One target. Hit : 7 (1d4+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

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The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

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The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

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A target creature within 30 feet regains 9 (1d8+5) hit points.

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The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

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The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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DesignationNon-sentient
ClassificationHound
Skin color

White

Eye ColorOrange
Distinctions

Regenerating teeth

Homeworld
Corellia

Corellian hounds, also known as Sibian hounds, were a type of hound from the planet Corellia. They were quick and nimble canines used by locals for a number of tasks. Due to their keen sense of smell, they were often used for hunting and tracking. They had a vicious bark and bite, which meant they could be quite effective for protection. Criminal gangs were fond of using the hounds for defense or to attack their rivals. They also had regenerating teeth. Corellian hounds could also be found on the planet Ushruu, where they were known as snarlers.

History

Around 34 ABY, Dok-Ondar had the head of a Corellian hound mounted on the wall of his store on Batuu. The plaque the head was mounted on had the words \"In memory of Yay Jacc\" painted on it in aurebesh.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The droidsmith has a +8 bonus when using Astrotech's Tools.

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The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

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The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

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The Anzellan droidsmith is too small and fast to e\u0000ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

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The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points.

The

droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost

1st-level: homing rockets, oil slick, repair droid

2nd-level: hold droid, motivator boost, truth serum

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 5 (1d4+3) ion damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/423_-_Anzellan_Droidsmith/avatar.webp","effects":[]},{"_id":"cVv8atj8RYMQS6T6","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

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You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"XGDT5Tqh592FISOp","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"UnU68ItFmhCSMWvd","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"fN38v4iA3LtfhqyO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"x2HIkm3LQdGWXUah","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"BZTYEBixmx5pEHAw","name":"Motivator Boost","type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.o9i0rEKiH5YLiVzj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp","effects":[]},{"_id":"TLFa3pbMLcOdneYh","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]}],"effects":[]} -{"_id":"Gwt1wA2OpAzwPr5V","name":"Geonosian Elite Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"natural armor"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"11d8+45"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Geonosian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","token":{"flags":{},"name":"Geonosian Elite Warrior","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Gwt1wA2OpAzwPr5V","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmI0ZDcyYzZkMGEy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Elite Warrior attacks twice with his pistol, or his electrovoulge.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MjI0ZTE3MzA1OWQ3","name":"Sonic Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","effects":[]},{"_id":"YTAxZTMxOGY0MzE3","name":"Electrovoulge","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","effects":[]}],"effects":[]} -{"_id":"H4eY1nXTffixFuub","name":"Sarlacc, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":464,"min":0,"max":464,"temp":0,"tempmax":0,"formula":"32d20+256"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":464,"min":0,"max":464},"bar2":{"value":0,"min":0,"max":0},"senses":{"tremorsense":300}},"details":{"biography":{"value":"

\"In his belly, you will find a new definition of pain and suffering as you are slowly digested over a…thousand years.\"

- C-3PO translating for Jabba the Hutt

Designation
  • Semi-sentient
  • Sentient  (when consciousness merged with sentient victim)
Average height2,5 to 3 meters (Head)
Average length100 meters
Skin colorTan
Distinctions
  • Tentacles
  • Bark
Homeworld

Unknown, present on:

  • Aargonar
  • Dathomir
  • Duroon
  • Darvannis
  • Felucia
  • Oovo IV
  • Socorro
  • Tatooine

Sarlaccs were semi-sentient, plant-like, omnivorous creatures found on several planets across the galaxy. Not much was known about this creature, but it was unique in terms of galactic species. It lived to be tens of thousands of years old, and reproduced by spores. One particular specimen of sarlacc was located in the Great Pit of Carkoon on Tatooine. It tortured the famous bounty hunter Boba Fett, who eventually managed to escape. While Jabba the Hutt claimed it as a pet, it arrived on Tatooine of its own accord. Another sarlacc could be found on Felucia. Near this sarlacc, Shaak Ti was slain by Darth Vader's secret apprentice, Galen Marek. A third sarlacc was known to dwell in the pit on the planet Aargonar's moon Aargonar 3. Yet another, less famous sarlacc dwelled on Tatooine right next to some Ancient Ruins. It attempted to devour Darth Tyranus while he was dueling Anakin Skywalker, but the Count used an exertion of the Force to escape and then fled from battle.

Lifespan

The lifespan of a sarlacc had been estimated to measure 20,000 to 50,000 years. Younger members of the species could move under the sands rapidly and catch their prey much faster, while older ones remained immobile, waiting for prey to stumble into their clutches. Females generally grew much larger than males, to the point that breeding required that the male attach itself to the female, being entirely dependent on their much larger companion. Adults generally had little to fear, as only the greater krayt dragon of Tatooine and the gouka dragon of Aargonar were known to prey upon them.

One of the known specimens of the species resided in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resided on the planet Felucia within the Ancient Abyss. The Jedi Master Shaak Ti was able to tame this beast and it assisted her in her duel with Starkiller. However, she lost the duel and was swallowed by the beast. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across. This sarlacc was capable even of using its tentacles to drag great beasts like rancors into its maw or to crush attackers. In 2 BBY, it was restrained by the Galactic Empire in order to hunt down the remaining Felucians, although it was later freed by a redeemed Starkiller.

Xenobiologists were unsure as to whether the sarlacc was animal or plant, as it possessed the characteristics of both kingdoms, but most scientists preferred the theory that the sarlacc was a giant plant organism. Data taken from Boba Fett's helmet suggested that it was more like a plant.

Biology

The sarlacc was a large, omnivorous invertebrate with long tentacles that rimmed its mouth. They reproduced by spores, known as \"sarlacci,\" that traveled through space until they found another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grew downward like a plant, forming a pit. The mouth and tentacles were the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features were buried up to one hundred meters deep in the ground. This guaranteed protection of the sarlacc's vital organs and made it invulnerable to most forms of serious damage. The teeth of the sarlacc surrounded its beak-like tongue and plant-like tentacles in tiers. Its teeth were also slightly slanted inward ensuring its prey would remain trapped. While its lightning-fast tentacles are used to snatch up its prey, such as Eopies, they were not its primary means of capturing a meal. The sarlacc discharged odors and scents that lured herbivores and scavengers close enough for it to use its tentacles. Sarlaccs had a very odd body shape. The sarlacc's mouth was the only part of the body visible, usually. Most of its body was covered in rigid plates. It had eight appendages beneath the ground used for stability or for reburial if the sarlacc became partially exposed. The body of the sarlacc ended in three roots used for moisture absorption.

Despite their size, the sarlacc did not need to eat very much at a time. They were almost entirely immobile, which means they had to be able to survive for prolonged periods without food. As a result, they also digested their food very slowly. It was even said that sarlaccs could be telepathic and could gain consciousness from the creatures they ate by assimilating their thoughts and memories during digestion.

Anatomy

\"Tentacular appendages can whip out and snare spectators from the rim of the pit, and inward-pointing spearlike teeth make escape impossible.\"

- Mammon Hoole

The sarlacc's body did not have a skeletal structure or a solid framework, but it did possess a strong muscular body with large roots and a series of nerve endings on its skin.

The sarlacc also had roots on the outside of its body to leech the nutrients from the ground and to sense the vibrations from creatures on the desert sands. The sarlacc lacked eyes and ears, instead relying on the sensors in its roots to \"see\" its prey. The sarlacc's mouth contained large mucus-coated teeth and strong tentacles for catching prey. The tentacles grabbed prey and pulled them into its maw, whereas the inward-pointed teeth functioned to keep victims in the mouth.

The sarlacc also had a large beak that emerged from the throat. The \"beak\", in reality, was the sarlacc's tongue, and the tongue within the tongue was actually yet another stubby tentacle that aided in swallowing prey. The sarlacc's throat had many veins and vessels which acted as sensors to determine the size, weight, and strength of the victim, allowing the sarlacc to decide which stomach to put its prey into; stronger prey were put into the secondary stomachs, while smaller prey went into the main stomach.

The sarlacc's throat also possessed many microscopic openings that dispersed mucus to keep the throat healthy—the sand, gravel, or whatever the case was (as environment varies from one sarlacc to the other) that dropped into the mouth could damage the lining of the throat. The more the sarlacc ate, the more the stomachs ran out of room, and, in rare cases, it used a small number of its victims to grow the stomachs by enmeshing those few victims into the stomachs. The sarlacc also used small air holes around its mouth for breathing.

The sarlacc's roots functioned as tentacles during adolescence, and then grew into full immovable stalks during adulthood. They absorbed tiny fungal life forms, bugs, and microscopic cells and bacteria into the body from the ground for nutrients. The sarlacc's body could also absorb liquid molecules through small openings in the roots, to keep its water level up.

The tentacles on the mouth were actually thin strong tongues that could feel and taste the ground and prey. The beaks of other sarlaccs had other tongues within their beak that emerged to grab prey and directly pull them into its beak. The tentacles were known to stretch as far as four meters to grab meals.

Although sarlaccs were usually immense in size, some miniaturized versions of the species existed and were traded as pets, such as in the case of Phileas.

Sarlacc vocalizations were comparable to high-pitched screeches. However, they do occasionally emit a loud belching sound when consuming prey.

Digestive system

\"The sarlacc found me somewhat indigestible.\"

- Boba Fett

Only the sarlacc's gaping maw could be seen from the surface, with the vast majority of its huge body lying beneath the ground. It lay in wait for any living humanoid or creature to stumble into its maw, and additionally, it pulled nearby victims in with one of its many tentacles. A sarlacc's mouth was surrounded by rows of retractable razor-sharp teeth, used to chew victims during adolescence, before the digestive system was fully formed. Adult sarlaccs developed a beaked, snake-like tongue at the center of the fearsome pit, which doubled as a inner mouth.

Once the victim was swallowed, they made their way into the sarlacc's stomach to be digested, deliberately being kept alive by the beast and digested extremely slowly for a millennium. The stomach walls were lined with tentacled vessels which punctured the prey's skin and muscles before embedding them into the walls. The tentacles then injected neurotoxins into them to sedate them, prevent them from escaping while being fixed into the walls of the stomach.

The vessels also gave just enough special sustenance for its prey to enable them to live for centuries while they were digested. In addition to the acidic fluids that dissolved the outer portions of the meals, the sarlacc also processed them from within. The tendrils and vessels pumped the sarlacc's acidic blood into its victims and carried back nutrients from them. Occasionally, when a victim was digested for longer than usual, the sarlacc actually embedded them in the lining of the stomach to make room for other victims it swallowed. This was to make the stomach stronger.

Many smaller secondary stomachs were used to store prisoners for later consumption at times when the sarlacc needed larger amounts of nutrients, such as when it needed to grow, breed, or strengthen its tentacles and beak to catch stronger, larger prey. The secondary stomachs also functioned as a space to store victims when the main stomach ran out of room, although this was rare as the sarlaccs were an exceptionally feared creature in the Galaxy. The acidic fluids in the stomachs were composed of weak chemicals that took much longer to digest its food than acids in the stomach of other creatures. They specifically targeted skin and muscle tissue, because that was where the nutrients in the food were. The secondary stomachs were also lined with more vessels and were smaller and more cramped to enclose the victims in, so that the sarlacc did not have to deal with the victim trying to escape its hold. Only rare individuals such as Boba Fett were able to resist due to his sealed-tight armor.

Mating and spawning

\"It was far more plant than animal.\"

- Unidentified Jedi Knight

A Sand People legend told of how the sarlacc gave birth to itself in Tatooine's planetary core in the days before the twin suns split apart from a single star. According to this legend, it would continue to eat everything it came in contact with until eventually it was forced to consume itself. Though this was obviously not a true account of the sarlacc's origin, the Tuskens themselves refused to accept any other explanation.

When a male sarlacc, who starts off much smaller than a female made contact with a female, the male attached himself to her in a parasitic fashion. He gradually became larger as she became smaller. After several thousand years the female is digested into oblivion and he becomes the equivalent size of her, replacing the area where she once existed. The male then injected sperm into the spore production sac. Afterwards, the melded couple released the fertilized spores, which could leave the atmosphere and travel long distances through the Galaxy to other planets. Because of this fantastic ability to propagate, the species' point of origin was never accurately determined. Once the spore settled down, it attached itself to an organism and sucked blood from it to feed itself. After detaching, it developed into a more mobile larva and was able to hunt and consume prey.

As it grew, the voracious larva would eventually challenge larger creatures. If the sarlacc larva was consumed by a bigger creature, the larva would kill it and eat it from the inside, assuming its consumer had swallowed it in more or less one piece. During this stage, it developed into a large worm-like creature with many tentacles and a beak-like maw. Eventually, the larva would dig itself into a pit, growing roots to anchor itself in the ground while it grew into a full sized sarlacc, becoming largely immobile and more plant-like. The roots also functioned to absorb additional nutrients from the ground as a precaution against shortages of prey. A larger mouth formed around the beak, which became more like a tongue.

Semi-sentience

\"Sarlacci do interesting things with messenger RNA: over the course of millennia, they can attain a sort of group consciousness, built out of the remains of people they've digested.\"

- Unidentified Jedi Knight

Jabba Desilijic Tiure sentenced Luke Skywalker and his companions to \"death by sarlacc\" in 4 ABY. Prior to his execution, Luke Skywalker was able to retrieve his lightsaber from the astromech droid R2-D2 and free his companions. In addition to numerous other casualties during the ensuing battle, Han Solo obliviously knocked the notorious bounty hunter, Boba Fett, into the pit with a force pike. However, Fett remained alive and—using his jetpack and weapons—blasted himself out some time later, becoming one of the only beings ever known to escape from a sarlacc's belly alive.

While studying a holographic recording recovered from Fett's helmet camera, Senior Anthropologist Mammon Hoole discovered an unsettling revelation: the beast apparently possessed the ability to telepathically torture its prey. In this recording, Fett appeared to be reacting to stimuli that did not exist, suggesting that sarlacc were capable not only of communication, but apparently of malevolence, feeding off the fears of their prisoners. This led Hoole to classify the sarlacc as a semi-sentient creature. It was also believed that the consciousnesses of the sarlacc's victims joined to create a huge network of awareness. The victims were able to communicate with one another through this ghoulish network. As the sarlacc absorbed the thoughts of its victims, it would become more and more intelligent, to the point where a sarlacc could almost predict what its victims would do in its stomachs to try and escape, or when it was hunting its prey.

The only other being known to have escaped the sarlacc was Zorba the Hutt who was swallowed by the Sarlacc, but was regurgitated shortly thereafter. According to Zorba, the reason for his survival was that no sarlacc could possibly hope to digest a Hutt.

Darth Vader's secret apprentice, Starkiller, was the only being known to have voluntarily journeyed inside a sarlacc, on Felucia. He survived the digestive mechanisms and escaped unharmed.

Another mysterious and unique incident occurred with the Tatooine Sarlacc and a girl called Shaara. While she fell into the Great Pit of Carkoon, she was thrown back out before any attempt was made to digest her, unlike the stormtroopers that had given her chase. There were no clear reasons why the sarlacc had spared her.

The sarlacc of Tatooine identified itself closely with one of its first victims, a Choi named Susejo. Oddly enough, Susejo and the beast had seemingly merged in consciousness to the point where the former could control the actions of the latter.

The fibrous vessels in the stomachs connected victims together. The digestive fluids and the sarlacc's blood traveled through the vessels and into the victims, which were connected in the manner of an electrical current, bringing the victim's minds, thoughts, bodies, and spirits together, keeping them at one with the sarlacc's body, brain, and soul.

Having long admired the patience of the sarlacc, the Jedi Order named a form of lightsaber combat, Shii-Cho, after the beast.

Known locations

\"It's rare for a sarlacci spore to survive a landing in a desert environment; they're best suited to wet environments, though they can survive almost anywhere.\"

- Unidentified Jedi Knight

  • Felucia
    • Ancient Abyss
    • Unidentified sarlacc
  • Aargonar (Also present on Aargonar 3)
  • Chad
  • Taanab
  • Darvannis
  • Dathomir
    • Lesser Sarlacc of Dathomir
  • Duroon
  • Socorro
    • Sarlacc's Peak
    • Socorro sarlacc
  • Tatooine
    • Great Pit of Carkoon
    • Tusken Canyon
    • The Rumbles
    • Ancient Tatooine Ruins
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If the Sarlacc fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"NDQyZDI5MGQ3Y2Fl","name":"Gargantuan Strengt","type":"feat","data":{"description":{"value":"

The sarlacc's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"YmMyNTNlODEzOGI3","name":"Burried","type":"feat","data":{"description":{"value":"

The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"MjhlNzU5Nzk4OTky","name":"Grasping Tentacles","type":"feat","data":{"description":{"value":"

The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"M2Y1MjUxNTVjM2Jm","name":"Multiattack","type":"feat","data":{"description":{"value":"

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The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmQ4ODMwYzM2MDJh","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 60 ft., One target. Hit : 26 (4d8+8) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 30 (4d10+8) kinetic damage.

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

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.

The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"ZjVlNzg3MTg2YTA2","name":"Pheromones (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The sarlacc releases pheromones in a 300 foot radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

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The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

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The sarlacc makes one bite attack or uses its swallow.

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DesignationNon-sentient
Distinctions

Bristled back

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Endor

Boar-wolves, also known as borras, were non-sentient, bristle-backed creatures that lived on Endor, a forested moon that orbited the planet of the same name. They were killed for their meat by the Ewoks, a species of diminutive sentients native to Endor. Ewok hunting parties who managed to bring back boar-wolf meat were considered to have been lucky. Some Ewoks also crafted knives from boar-wolf teeth.

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Skin colorGolden
HomeworldYavin 4
HabitatRain forest
Diet
  • Fish
  • Weeds

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.

The whisper bird had a distinct low-pitched call. Their ability to fly silently inspired the name 'whisper bird,' and they used that ability when hunting. Wild whisper birds subsisted on a diet of fish and weeds. Though hunters themselves, packs of predatory stintaril rodents would sometimes attack and overwhelm whisper birds while they were roosting.

Following the Clone Wars, the cartographer Auric Graf owned a Mu-class shuttle named Whisper Bird due to its long bronze wings and perched appearance when landed.

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The whisper bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/136_-_Whisper_Bird/avatar.webp","effects":[]}],"effects":[]} -{"_id":"HNQcbyvZdYNo4TUX","name":"Chemist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"fiber armor, light shield generator"},"hp":{"value":88,"min":0,"max":88,"temp":0,"tempmax":0,"formula":"16d8+16"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":88,"min":0,"max":88},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 14"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":11,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","token":{"flags":{},"name":"Chemist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HNQcbyvZdYNo4TUX","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2NiZjk0NmFiY2M3","name":"Techcasting","type":"feat","data":{"description":{"value":"

The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points.

The

chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, cryogenic storm

5th level: toxic cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"MzMzZWMwOGJlYzcx","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"OGQxNjY2MzlhMmFl","name":"Hold-out","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"kIeYB5TaX2T2Abaw","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"OacZYKXgd9KK7P3v","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"8MfPtRv1g8tR1SN8","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"ensoVKfDgriPSNA7","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"11Pq49erI8I1vYS8","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"ll54EaXU6f5txPu7","name":"Condense/Vaporize","type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Zk697eWSqME5gpkF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp","effects":[]},{"_id":"GsUoGJlzhP6QJI8A","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"lIIxn69CaLarUObj","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"eqMxwQq0YSPCpCzu","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"wDu3Kg0eq0gPPQNd","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"NK8usQEJiIGUPG1q","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"SZuHAtygZkZXsMpM","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"4ZYLmVFTTabdHSj4","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"FKW0tbpvTXCKtScl","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"FAo8otpLyhoDkZLQ","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"1p3C6RQuYYZ3QN3P","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"zgAXY76BCxkkODy9","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"aZEflSsaHPGyiZ5j","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"VmxILP4S9H1Syx1o","name":"Protection from Energy","type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3L7XVAEHR87CYNzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp","effects":[]},{"_id":"DO6MiQjwMJmxVADC","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"04sWOGKY1azgzepx","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]},{"_id":"wmvhcKTr0Pta6bbJ","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]}],"effects":[]} -{"_id":"HWgr6D6Md4KDK9cS","name":"Senior Scientist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"fiber armor, light shield generator"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":72,"min":0,"max":72,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 12"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":13,"powerForceLevel":0,"powerTechLevel":18,"xp":{"value":10000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["acid","cold","fire","lightning"],"custom":"Ion, And Sonic Damage"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","token":{"flags":{},"name":"Senior Scientist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HWgr6D6Md4KDK9cS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTQ0ZTQwNjg1NjI1","name":"Techcasting","type":"feat","data":{"description":{"value":"

The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

The scientist knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, kolto reserve, cryogenic storm

5th level: cryogenic spray, toxic cloud

6th level: carbon fog, carbonite, firestorm

7th level: neurotoxin

8th level: incendiary cloud

9th level: carbonite explosion

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"MmZmMGIyYTY1YTE5","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"YTAwOGY3NzZlYTNm","name":"Sonic Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"STc8jrimZ8SlDASF","name":"Carbonite Explosion","type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YMMEHilPkH2NTrFI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp","effects":[]},{"_id":"rSQIN8QtHEQ6yRLk","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SE3mktWuG9wEE6R5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp","effects":[]},{"_id":"7yt8c2r5WhwZyaIx","name":"Neurotoxin","type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.0p4YthIRvLrxE1qx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp","effects":[]},{"_id":"J8r0pqj6MmapzpCB","name":"Carbon Fog","type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.iIB2uiS4UZM0Ylvf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp","effects":[]},{"_id":"K7UNdNb5bpzZxsK8","name":"Carbonite","type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6iIYMjmyWE2wqgzf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp","effects":[]},{"_id":"bjQr4jxDMkUlQ8yH","name":"Firestorm","type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xsY1jAc9qw4t308"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp","effects":[]},{"_id":"NausxDBj0RJMiIY3","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"aOOXYxnLzAh4ViNw","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"MmxgeV9jLc7LLGaJ","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]},{"_id":"lPSNlI8M8WUTzZwV","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"sfqmOSixrbHPy15l","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"Lc9Zcn7zhGdgyU6p","name":"Protection from Energy","type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3L7XVAEHR87CYNzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp","effects":[]},{"_id":"Fvrtt7ahCpnIvquV","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"Lhw73RNaPDBjn6j8","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"lkR9Klt5ASGTAvgC","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"5Q7J0WeZWoieYnON","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"sPJUfP3Ua5I1BXkb","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"5AGRPPecpGsnTAJn","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"6eC6XVgk12e0GKiZ","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"sQImgiDLt1n6oJP4","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"M5njXSZBmFWw0OK0","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"7zZ5A7NCvBvNuzyg","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"spPxOGsWOWntUNar","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"ln3QlR1rVArdrJKm","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"285xdPV6OIh8aHn3","name":"Condense/Vaporize","type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Zk697eWSqME5gpkF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp","effects":[]},{"_id":"2SLLx8zFMvmLk8B0","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"5ukTwZyiQ2NzBEVl","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"eQAHe2QLydZsusMj","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"ErwRAjn16nFqRxX6","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"eNJ0OEEtquIqGEcP","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":3030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]}],"effects":[]} -{"_id":"HbUpITvKVIk51Luk","name":"Krayt Dragon, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":25,"proficient":0,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"natural armor"},"hp":{"value":262,"min":0,"max":262,"temp":0,"tempmax":0,"formula":"21d12+126"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":40,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":262,"min":0,"max":262},"bar2":{"value":19,"min":0,"max":0},"senses":{"blindsight":60,"darkvision":60}},"details":{"biography":{"value":"

\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Average length4,5 meters
Average mass2.000 kilograms
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","token":{"flags":{},"name":"Krayt Dragon, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HbUpITvKVIk51Luk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzFmYmI5YmIzM2Uy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +12, Reach 10 ft., One target. Hit : 18 (2d10+7) kinetic damage plus 7 (2d6) poison damage.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"MWMxNWU4OWZiNTcy","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The

wookiee engineer has 23 tech points and knows the

following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"ZDUxZmM5NmQ4N2Zl","name":"Vibroaxe","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"2AxHIArUq1PEMXX7","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"FVi8e9w7Kbdtd5KM","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"e3YJqAAEXUYuzHjf","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"VJapHu3tm8ujXBK2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"Kmtwmirtxy0hKU57","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"L8OAwQaEDL6wZlme","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"pxWKdXQowM5WeqQK","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"33JwsJDFlwWcWHxf","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"uNhtgeLaSahO1ASy","name":"Enhance Weapon","type":"power","data":{"description":{"value":"

An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

\n

Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZgRhvuUTEgv2aZ03"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceWeapon.webp","effects":[]},{"_id":"U49spRnlvmWoKydX","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]}],"effects":[]} -{"_id":"HqtoFp9E2XpbWol0","name":"Junk Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor scraps"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"I created me! They junked me after a century of loyal mechanical service. So I repaired myself.\"

- Proto One

CreatorSelf-made
ClassJunk droid

Junk droid was a common designation for various self-made droids, created from leftover spare parts. Because of their mashed-together programming they were considered dangerous by most civilized people, for they could go on a rampage, confuse orders, or even start building more of their own kind when having enough junk to do so.

History

After the Clone Wars, many groups turned to recycling, rebuilding and re-purposing the enormous amount of broken high-tech machinery left on the ravaged battlefields and on the junk worlds such as Raxus Prime, and Lotho Minor. These junk droids were built out of almost any spare droid and/or vehicle parts and were capable of performing a large variety of tasks. They could be roughly divided into three large categories: regular, brute and behemoth droids. Regular droids, fairly fragile and often equipped with shields, were approximately Human size and shape and generally used for common labor tasks. Brute droids were larger, stronger and solid rather than flexible and used as brute-force bodyguards or beasts of burden. Special-build behemoth droids served as walking power plants or armor carriers. On Raxus Prime, Jedi Kazdan Paratus used junk golems, held together only by the power of the Force. Junk droids were fairly common right after the Clone Wars, but as the supply of high-tech components decreased, so did the population of junk droids. Scrap drones were flying junk golems designed specifically to combat Darth Vader, who Kazdan knew would one day find him. Capable of creating a powerful negative feedback field, they could attack with a beam that drained force energy from its victims.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The junkyard droid makes two blaster carbine attacks or two vibroblade attacks.

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

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If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

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The wookiee makes two melee or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/239_-_Wookiee_Hunter/avatar.webp","effects":[]},{"_id":"OGViYWU0NmY1ZjQ3","name":"Bowcaster Burst (Recharge 5-6).","type":"feat","data":{"description":{"value":"

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The wookiee sprays a 10-foot-cube area within 40 feet Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The Rancor deals double damage to objects and structures.

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If the Rancor fails a saving throw, it can choose to succeed instead.

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The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage

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Each creature of the rancor's choice within 90 feet of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

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The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage.

The Rancor makes one claw attack.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage.

The Rancor uses its throw boulder.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

The Rancor makes one bite attack or uses its swallow.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 5 (2d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 15) or become poisoned.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage plus 5 (2d4) poison damage

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The dragon spits its poisonous saliva in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) tocin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","effects":[]},{"_id":"MGJmYzQyODA1YWNj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","effects":[]},{"_id":"MmY1N2E3MDY4YjYz","name":"Offhand Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.


The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for living soldiers.

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When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

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If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

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Ranged Weapon Attack +7, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 240 ft., One target. Hit : 7 (1d8+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

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The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

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The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MjJmMjIzYWE5NjI5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MzQ2ZDgxNTBlYzg1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal makes 2 pseudopod attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTMzYjhiYTM2ZmYz","name":"Pseudopod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"],["2d6","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"NjNlZjg0ZTU1YmY1","name":"Acid Spit","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"NmNmZTMxMzUzMGVj","name":"Engulf","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"ZThhNzVhMzk3Yjll","name":"Infect Host","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"ZjdiZDBkNjg0MjAz","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MjkzZTM0ZmE2ODZj","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MDI3OTVjMGY5ZTY2","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]}],"effects":[]} -{"_id":"JlYNFQhxggrilQa5","name":"HK Series, HK-47","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Statement: I see you have purchased me, master. I find this a satisfactory arrangement. Am I to accompany you now? Shall I kill something for you?\"

―HK-47 to Revan

Manufacturer
  • Czerka Corporation
  • Confederacy of Independent Systems
CostNot available for sale (estimated 24.000 credits)
Height1,8 meters
GenderMasculine programming
Sensor colorOrange
Plating colorRusty red
ClassAssassin/protocol droid
Degree4th degree droid

The HK-series assassin droid, also known as the HK series protocol droid, was a series of combination of assassin droids and protocol droids. The series designation stands for \"Hunter Killer,\" befitting their primary functions as assassins. They were originally manufactured by Czerka Corporation, then eventually by the Confederacy of Independent Systems.[2] Their ability to perform the functions of a protocol droid became a major reason for their unmatched lethality, as they could and would often act as normal (if quite sinister looking) protocol droids, thus concealing their true function and allowing them to get closer to intended targets.

History

Old Republic era

The first HK droid was Czerka Corporation's prototype HK-01. This progenitor of all HK-series droids was responsible for the Great Droid Revolution on Coruscant. He was destroyed by the Jedi Master Arca Jeth and the revolt was ended.

Seeing the effectiveness and potential of the HK series after witnessing the havoc HK-01 caused, the Czerka Corporation improved the design into the HK-24 series assassin droid. The HK-24 met little success on the market, as few had want of an assassin droid. Czerka halted production of the HK-24 and sold the entire remaining inventory to Arkoh Adasca, the head of Adascorp. Arkoh deployed the HK-24s to capture Gorman Vandrayk and as guards of various prisoners. The HK-24s were finally all destroyed during the First Battle of Omonoth while trying to protect their owner.

A unique, custom model, HK-47, was constructed by Revan shortly after the Mandalorian Wars using schematics of the HK-24. Despite looking more similar to the HK-01 prototype, HK-47 was much improved over the HK-24, and successfully assassinated several targets, including many Jedi. This was due to HK-47's extensive knowledge of how Jedi behaved and how to best counteract their Force abilities. Due to his large degree of autonomy and adaptive programming, HK-47 went on to become the longest surviving, most infamous, and most effective of the HK series.

Due to the effectiveness of HK-47, Revan also designed the HK-50 series assassin droid. With the HK-50s, Revan improved their armor and weapon proficiency, installing high yield explosives within their chassis, improving their self-maintenance capabilities and removing the static from their vocabulators. While the HK-50s were in many ways an improvement on HK-47, they were designed more for mass casualty infliction than their predecessor as they preferred killing as many targets with as little effort as possible. Originally designed to infiltrate and destroy Republic ships that would not defect to Revan's cause, Revan was defeated before he could deploy them. The HK-50s were instead deployed to capture any survivors of the First Jedi Purge after G0-T0 discovered them. The Jedi exile, Meetra Surik, was the primary target of the HK-50s and they pursued her across the galaxy, killing any who got between them and the exile. Ambushing her on the Republic ship Harbinger, the Peragus Mining Facility, the planet Telos IV, and the moon Nar Shadaa. The HK-50s proved persistent predators, using their greater numbers to their advantage. Sometime after, the Republic banned the ownership, manufacture, and use of HK series droids.

Close to the end of the Great Galactic War, Czerka Corporation manufactured several HK-51 droids at the behest of the Sith Empire. The HK-51s were designed for precision, specific assassinations, instead of mass casualties that the HK-50s preferred. Improving massively over their predecessors, HK-51s came preinstalled with a variety of weapons and abilities. Beyond a 21% improvement in blaster accuracy and thicker durasteel armor over the HK-50 model, HK-51s also came with micro-missile launchers instead of previous model's flamethrowers, a stealth field generator, greater mobility, and improved protocol functions. The HK-51s also had unique failsafes of their programming. The first caused the unit's assassination protocols to degrade, severely affecting their combat performance, until the HK-51 could no longer function at all, unless the HK-51 successfully assassinated a highly important figure in Republic Space. An exploitable flaw in this was that the subroutine did not specify who the target was loyal to. The second was a loyalty subroutine which would cause the HK-51 to be only loyal to a single owner and whoever that owner authorized. This was to prevent the HK-51 from being reprogrammed to assassinate their owner. One of the few, if only, shipments of HK-51s was stolen by the Dread Masters and was shot down onto the planet Belsavis where it sank into the ice. The crash caused almost all units onboard to be irreparably damaged and the ship was undiscovered until years after the war. After the ship's rediscovery, a spacer who would become known as The Outlander managed to repair and reactivate the sole salvageable HK-51 and had the droid serve as their personal assassin and bodyguard during their travels. HK-51 later joined the Eternal Alliance, and was found talking to a drunken Tora who had mistook him for HK-55.

During the Galactic War, a small number of an unknown model HK droids (labeled \"Imperial Shock Droids\") were dispatched by the Sith Empire to help protect a captured smuggler's hanger on Corellia. Despite proving to be tougher combatants than any surrounding Imperial troops, these HK units were destroyed by a trooper from the Republic's Havoc Squad special forces unit.

Sometime after the appearance of the Eternal Empire, a droid called HK-55 was assigned to Lana Beniko as her bodyguard during her mission into Zakuul to free the Outlander. Unlike previous models HK-55 was designed and programmed as a bodyguard, instead of an assassin. His primary programming was to protect those in his charge against any and all threats, as well as assist them with daily operations. Thus his programming was closer to a steward droid that any previous model. After Lana freed the Outlander and their ship crashed, HK-55's sensors detected a massive unknown object with a large power source. He and the Outlander investigated, during which the Outlander inquired more about the droid. After locating the object and identifying it as the mythical \"Gravestone\" starship, HK-55 assisted with its repairs, as well as performing defensive patrols against hostile wildlife or Zakuul military forces. Once the repairs were complete, as well as fighting off the Zakuul forces that discovered them, HK-55 and the rest of the crew successfully managed to escape Zakuul onboard the Gravestone. After escaping into hyperspace (the trip being short-lived due to the Gravestone's hyperdrives being in a poor state of repair), the crew landed at the outlaw port of Asylum. HK-55 accompanied the Outlander on a few of his missions around the port, one of which wound up with a ion wall disabling him and erasing his memory of the past several hours. When Zakuul forces, lead by Emperor Arcann himself, attacked the port, HK-55 and Koth Vortena planted several explosive traps and ambushed teams of Zakuul forces while the Outlander worked to free the Gravestone from Asylum's gravity tethers. HK-55 was seemingly destroyed when he sacrificed himself to save the Outlander by throwing himself between the Outlander and a powerful force attack launched by Arcann. Due to wounds suffered in the battle, the Outlander was unable to recover HK-55's body. If asked if HK-55 had a back up, Lana Beniko responds that he specifically refused to have one made as he did not wish to live forever. SCORPIO quips that the HK-55 was an inferior droid, provoking a death threat from Lana Beniko. The Outlander states that HK-55 died as a true hero.

HK-55 was later repaired (the repairs were a little improvised, presumably due to HK parts being quite rare), but his memory core was beyond salvaging and needed a complete replacement. This left him amnesiac and in need of new assassination protocols. The Outlander helped retrain/reprogram him and he was soon back to combat duty. HK-55 was later stolen by the terrorist known as the Shroud. While making his escape to reunite with the Outlander, HK-55 encountered a duplicated HK-47's head (including memory and personality cores). This explained how HK-47 had been re-encountered across the galaxy, despite being seemingly destroyed several times. The duplicated HK-47 was destroyed when a war bot attacked HK-55. Near his escape, HK-55 fought against another HK-55, one built from copies of his designs, memories, and personality, although this HK-55 was programmed to be loyal to the Shroud. Despite being freshly produced, the duplicated HK-55 is defeated by his template, but not before activating the Shroud's hideout's self-destruct. While the Duplicate shut down from combat damage and was presumedly destroyed in the explosion, the original HK-55 managed to escape and returned to the Outlander's side.

During the war with the Eternal Empire, the bounty hunting guild \"GenoHaradan\" attempted to assassinate the Outlander and Sith Empress Acina on Dromund Kaas. During the attempt, the GenoHaradan deployed several HK units, called GenoHaradan Assassin Units, to assist them in their hunt. These HK units proved outmatched by their quarry and were destroyed.

An unknown HK unit was owned by Sith Master Darth Scabrous. This HK was highly modified (able to withdraw and analyse blood samples with a built in syringe, as well as having several onboard weapon systems like a mortar cannon) and had gained full sentience. Due to this, Scabrous had a restraining bolt installed onto the HK to keep him subservient. During the \"blackwing\" virus outbreak at Scabrous's Sith Academy on Odacer-Faustin, the HK's restraining bolt was removed. He swiftly rebelled against his former master by assisting several of Scabrous's prisoners escape the Academy. To prevent his new-found allies' ship from being shot down by the Academy's defense cannons, the HK sacrificed itself by reprogramming the cannons to fire on Scabrous's tower (where the cannon's controls, and the HK itself, were located). A unique quirk with this HK unit was that, once its restraining bolt was removed, it ceased to preface its dialogue with the purpose of the sentence (i.e. Statement, Query, Thinly-Veiled Mockery, etc).

Clone Wars and Galactic Civil War history

Eventually, the knowledge of the HK series became lost to time. This was until members of the Confederacy of Independent Systems discovered the wreck of a ship on Mustafar that contained the deactivated HK-47. Quickly realizing that HK-47 was superior than any droid they had ever seen (due to them activating HK-47 and the ancient droid proceeding to effortlessly slaughter several engineers and B2 battle droids), the engineers proceeded to build newer models that combine elements of HK-47's design with designs from their current battle droid models. They produced several prototypes including: HK-57s, HK-58 Aurek and HK-58 Besh, HK-67s, and the HK-Taskmaster, before settling with the HK-77s. These versions of the HKs were more similar to battle droids than their predecessors were, being meant for more frontline combat. They had blasters attached to the ends of their arms, hindering them from posing as protocol droids, and they were not as deadly or armored as their predecessors. Unfortunately for the Separatist engineers, Darth Vader arrived on the planet under the orders of the newly christened Emperor Palpatine and killed every member of the engineering team. HK-47, having had his data drive, behavior core, and personality core uploaded to the ship wreck before his body was taken by the engineering team; as well as the new HK battle droids, lay undiscovered for over 20 years. Upon rediscovery by a group of spacers, HK-47 managed to convince them to help him take control of the old droid factory. The group succeeded in their missions, only to be double crossed by HK-47. He used the droid factory to create a new body that was similar to his old one, installed himself into it. HK-47 then went on to gather all the old droids, including the various HK battle droids, to begin a war with all organic life. HK-47 ultimately failed as the spacers managed to destroy his factory, his army, and his body; but not before he managed to upload his consciousness to parts unknown.

Several HK-77 units were later recovered from Mustafar. Many of these units were reprogrammed and refitted as fire fighting droids via replacing their blasters with fire extinguishers and coating them in heat resistant chemicals. Another popular modification among the criminal underworld was to replace a HK-77's blasters with hands, increase their ability to calculate odds, and install data of gambling games, before using them as proxies for gambling events.

In the aftermath of the Battle of Hoth, several HK assassin droids were spotted on the ice planet.

HK protocol pacifist package

Sometime during the development of the HK-series, a module was developed that suppressed a HK's combat and assassination protocols. It appears to have been made to convert HKs into regular protocol droids, as opposed to their dual nature of assassin/protocol, probably in an attempt to better market the units.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the assassin droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin droid that isn't incapacitated.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

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The assassin droid makes three weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The assassin droid makes one weapon attack.

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The assassin droid makes a Wisdom (Perception) check.

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The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes. 

Swoop

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A swoop, or swoop bike, was a type of repulsorlift\nvehicle designed for speed. In essence, it was a more\ndangerous version of a speeder bike that both its\nenthusiasts and its detractors described as an \"engine\nwith a seat.\" Although more powerful than speeder\nbikes, swoops were crude and lacked nesse. They\nwere hard to control, requiring instinct, strength, and\ntiming. Swoops were capable of traveling at over six\nhundred kilometers per hour. While some could travel\nseveral hundred kilometers above a planet's surface,\nthey generally kept a low altitude.\n

\n\t\t\t\t\t

Swoop races were popular on many planets across\nthe galaxy and were loved for their excitement and\noutlaw image. Swoops were to speeder bikes what\nairspeeders were to landspeeders. Swoops were often\nused by gangs and criminals, and such organizations\nbore the mantle of swoop gang. After the Galactic\nEmpire outlawed podracing, swoop racing became the\nfavored alternative. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/avatar.webp","token":{"flags":{},"name":"Swoop","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/416_-_Swoop/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"JuFKdba7YGWRDvPg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2Q1NDJkZDYxNmNj","name":"Quick Escape","type":"feat","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.

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The enforcer has advantage on saving throws against being frightened.

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The enforcer deals one extra die of damage with its weapons (included).

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When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/361_-_Mandalorian_Enforcer/avatar.webp","effects":[]},{"_id":"MjI4ZjA0YTk5NWRm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The enforcer makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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The leviathan uses Lightning Storm.

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ManufacturerBlasTech Industries
TypeBlaster cannon

The Ax-108 \"Ground Buzzer\" surface-defense blaster cannon was a type of blaster cannon and the primary antipersonnel weapon of the Millennium Falcon during its ownership by Han Solo. It could be manually operated or set for automatic targeting. The blaster cannon was manufactured by BlasTech.

Description

The \"Ground Buzzer\" had a rate of fire of 12 energy-bursts per second.

The \"Ground Buzzer\" aboard the Millennium Falcon could be operated manually from either the cockpit or by a handheld remote, or automatically via the ship's computer. In the latter instance, the Ground Buzzer's targeting computer was programmed to not fire at the Falcon's crew or allied forces, and it was also programmed to avoid hitting any part of the Falcon, including the ship's landing legs. The weapon was included with targeting sensors that sought out energy signatures from enemy weapons, with the built-in computer also determining which targets pose the most immediate threat prior to opening fire. It was also installed with a dedicated generator that ran independently from the Falcon's generator, in order to ensure that the weapon is still operable even if the Falcon's other electrical systems were shut down or otherwise have been temporarily disabled.

History

Han Solo, when making preparations for the Millennium Falcon to escape Hoth during the Battle of Hoth with Leia Organa, C-3PO, and Chewbacca, utilized the \"Ground Buzzer\" to hold off an advance of Snowtroopers from the 501st Legion long enough for the take-off preparations to be completed. Just prior to activating the cannon, Solo, in response to Organa's protest that the Falcon cannot get past the Imperial blockade, commented that the ship still had its surprises. Solo had implemented the blaster cannon onto the Falcon as a concealed weapon specifically to discourage sneak attacks while the Falcon was grounded.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The sentry gun uses its Intelligence modifier for attack, damage, and initiative rolls.

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.

The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"OGY2NTExZGNjMGE1","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner.\"

- Joke told by Rebel forces on Endor

ManufacturerAratech Repulsor Company
ClassSpeeder
Cost
  • 8.000 credits (new)
  • 1.800 - 3.000 credits (used)
Length3 - 4,9 meters

The 74-Z speeder bike, sometimes referred to as the Imperial speeder bike due to its use by scout stormtroopers of the Galactic Empire, was a speeder bike manufactured by Aratech Repulsor Company used for reconnaissance purposes, as well as rapid transportation in combat zones.

Characteristics

They were capable of reaching speeds up to and beyond five hundred kilometers per hour, and had a flight ceiling of twenty-five meters. 74-Zs were the military variant of the civilian 74-Y. They were controlled by handlebars located towards the front of the vehicle, and foot pedals slung underneath adjusted speed and altitude.

The highly maneuverable vehicles were equipped with sensor and communications devices located between the handlebars, including a comlink and a comlink-jamming device. The speeder was equipped with terrain-following sensors that linked up with the HUD in the driver's helmet.[10] They were armed with a forward rotating blaster cannon for combat.

They were also equipped with a very powerful boost that could propel them over vast distances in a shorter amount of time. In addition, the 74-Z was stripped down to just its fundamental components, namely the engine and steering vane, in order to increase its overall speed, and as such a single, scaled-down, forward-facing blaster cannon was fixed on the undercarriage. Rebel ace pilot Wedge Antilles admitted that he was uncomfortable piloting them due to being essentially an engine and a steering vane.

History

Used by the Galactic Republic during the Clone Wars along with the younger BARC speeders, these speeder bikes saw action on many worlds. The bike was first used during the Battle of Geonosis. The 74-Z was capable of being deployed from LAAT/i gunships. On the planet Saleucami, Jedi Master Stass Allie was killed by her own troops while riding a 74-Z bike. It was also used by the Confederacy of Independent Systems.

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The construct suppresses all electronic communications devices within 60 feet of it.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its blaster cannon.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The narglatch was a stealthy apex predator which could be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of Orto Plutonia.

DesignationNon-sentient
ClassificationFeline
Average length6,23 meters
Homeworld
  • Naboo
  • Orto Plutonia

Biology

The narglatch male had additional fleshy spikes, while females were smoother and slightly smaller. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

Males and females only commingled during mating season. Females were more fierce hunters than males, but males could chase a female from her kill.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.

History

On the frozen world of Orto Plutonia, the narglatch were used as mounts by the primitive Talz. On Naboo, the Gungans would ride the sure-footed beasts across their planet and into battle. Though strong and fierce, the narglatch could easily be felled by blaster fire. The Orto Plutonian variety of narglatch was differentiated from the Naboo by a mane of fleshy tendrils or protrusions.

Cubs were frequently seen as cute and taken as pets, but became very dangerous as they matured. Escaped narglatches were a threat on Coruscant.

Circa 1 ABY, the hunter Walker Luskeske asked a spacer to kill narglatches in the Gallo Mountains on Naboo and bring him fangs as trophies. In the meantime, a shuttle crashed in the Gallo Mountains. Tanoa Vills requested a spacer to eliminate rabid narglatches, including Grizzlefur, that gathered at the crash site in order to salvage research equipment.

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While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

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The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d10+6) kinetic damage

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock can survive in any type of atmosphere or vacuum.

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If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

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The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained. The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

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When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

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The assassin droid makes two leg slash attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

This droid swarm appears in any space within 5 feetof the assassin droid.

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\"Is that… the head of an old tactical droid?\"

\"These droids were great at finding things, calculating. Found my master and I a few times when we didn't want to be found.\"

- Kanan Jarrus and Ahsoka Tano

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine or feminine programming
Sensor color
  • Red
  • White
  • Yellow

T-series tactical droids, also referred to as T-1s, were a model of tactical droid manufactured by Baktoid Combat Automata. Used by the Confederacy of Independent Systems during the Clone Wars, T-1s aided in the coordination of their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis and Ryloth, as well as the Second Battle of Geonosis.

Ruthlessly intelligent, T-1s mostly steered clear of the war's front lines and instead commanded their troops from various Separatist headquarters. They exhibited independence larger than that of their B1 battle droid comrades and, although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, remnants of the T-series could still be found well into the Imperial Era. During the early rebellion against the Galactic Empire, former Jedi Padawan Ahsoka Tano provided the crew of the Ghost with the head of a T-1, to aid them in their search for former Clone Captain Rex on Seelos.

Description

\"I calculate the remaining clones are attempting a desperate final offensive. Their chances of success against us are 742 to 1.\"

\"You had better be right.\"

\"I am a droid. I am always right.\"

- TX-20 and Emir Wat Tambor, during the Battle of Ryloth

T-series tactical droids, also referred to as T-1s, were humanoid fourth class tactical droids standing at a height of 1.93 meters tall. They were manufactured by Baktoid Combat Automata, the company that also developed the B1 battle droid, among a host of other droids specialized in warfare. Compared to the standard B1s who served under them, they were boxier in appearance and often sported varying color schemes.

T-1s were designed to avoid the front lines and calculate battle strategies from the safety of flagships or other fortified locations. They were prone to expressing their superiority over all other droid models, due to their often high positions in military hierarchy. They were even known to sacrifice a large number of their own troops if they got in the way and leave behind their superior officers to survive. Additionally, their reliance on precise calculations meant they lacked imagination when dealing with unexpected situations, and soon enough the Galactic Republic began to exploit this in the Clone Wars. Although they were rarely seen engaged in combat, some T-series were observed wielding E-5 blaster rifles.

History

Clone Wars

\"I calculate they will reach the main gates by morning. I recommend we prepare a retreat.\"

- TA-175 to Wat Tambor, during the Battle of Ryloth

T-series tactical droids served an important advisory role among the forces of the Confederacy of Independent Systems during the Clone Wars against the Galactic Republic. Highly intelligent, they were often given full authority over Separatist military elements by their commanding officers. The droids were utilized in many early battles of the war including the Battle of Christophsis and acted as both commanders of the Separatist Droid Army and the Confederacy navy. In 21 BBY, at least three T-series tactical droids were used by the Separatists during the Christophsis campaign. TI-99 served Harch Admiral Trench aboard his flagship, the Invincible, and fortified the Separatist blockade above the planet. Additionally, TJ-55 and his battalion of droids thwarted a Republic ambush in the capital city of Chaleydonia and another T-1 served under the command of Supreme Leader Asajj Ventress.

During the Battle of Ryloth, TX-20 demonstrated the T-series' capacity for ruthlessness, in the Separatist defense of the city of Nabat. Using the city's population as living shields against the Republic's clone troopers, he forced the Republic forces to enter Nabat without explosive devices. Ultimately however, TX-20's arrogance blinded him and he underestimated Jedi General Obi-Wan Kenobi and his own Twi'lek prisoners, which consequently cost him his life. TA-175 also served the Separatists during the Ryloth campaign and acted as Emir Wat Tambor's adviser after TX-20's destruction. From his headquarters in Ryloth's capital city of Lessu, he recognized the threat of the Republic presence on the planet. When Count Dooku ordered Tambor to withdraw from Ryloth, TA-175 was eager to obey the Sith Lord. He eventually subverted Tambor's command when forces led by Mace Windu and Cham Syndulla attacked the capital, and left the emir to be captured by the Republic. Eventually, a T-series tactical droid was a prisoner in the Republic Center for Military Operations.

In response to their inflexibility, the new super tactical droid model was introduced as an improved successor to the T-1s during the war's later stages. These new droids were larger, more resistant to damage and even considered themselves superior to their organic counterparts. The T-series continued to see use in the war despite the super tactical droid's introduction, as several served during the Battle of Anaxes in 19 BBY. One such droid reported directly to Admiral Trench, who led the Separatists' campaign there.

Early rebellion against the Galactic Empire

\"How in all the galaxy is that droid gonna find your friend?\"

- Ezra Bridger to Ahsoka Tano

In the final hours of the Clone Wars, the newly christened Sith Lord Darth Vader sent a message to the Trade Federation on behalf of Darth Sidious, which called for the deactivation of the Separatist Droid Army. Despite this, former Jedi Padawan Ahsoka Tano obtained the head of a T-1 at some point in time. During the early rebellion against the Galactic Empire, Tano became an integral part of the Phoenix rebel cell. In 4 BBY, she gave the T-series head to the Spectres to aid them in their search for her friend, former Clone Captain Rex, on the planet Seelos. The Spectres were able to feed the head power, at which point it scanned for a signal while simultaneously listing a set of numbers over and over again: 7567. Unbeknownst to the Spectres, the numbers were a reference to Captain Rex's former clone trooper designation and shortly thereafter, the Spectres homed in on a modified AT-TE, the source of the signal and Rex's new home.

","public":""},"alignment":"Lawful Dark","species":"","type":"droid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":1,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Galactic Basic, Binary, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":16,"prof":2,"total":6},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","token":{"flags":{},"name":"T-Series Tactical Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"KdrcYlvQlEOTAyJg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmIzMWQyNzU5ZTUw","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"MTNjNzE4ZDI5MDY1","name":"Innate Tech-casting","type":"feat","data":{"description":{"value":"

The T-series Tactical droid can innately cast the following tech powers (tech save DC 14): assess the situation, encrypted message, on/off, alarm, element of surprise (3/day), repair droid, stack the deck

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZjNiZWJkMDA0ODky","name":"Predictive AI","type":"feat","data":{"description":{"value":"

The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZWE4OWQ3MGM4YWZj","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"N5ElVZpYltbvZzF0","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"lhBHrzhJUBn1Pc6b","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"wa2b2YgPjzPNrcVU","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"AT4akZqm39g1jYfp","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"EM9spF3JJG9ZpWbN","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"YAR6Zer9Pn6ZYY1b","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"SxIJp8h2vXQetyDR","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]}],"effects":[]} -{"_id":"Kkgdr8RZMkCjprAq","name":"Jedi Youngling","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":10,"min":0,"formula":""},"hp":{"value":4,"min":0,"max":4,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":5,"min":0,"max":5,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":4,"min":0,"max":4},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.


The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.


The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid","environment":"","cr":"0","powerForceLevel":1,"powerTechLevel":0,"xp":{"value":10},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Any One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ani":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"nat":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":15,"prof":4,"total":5},"prf":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"slt":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","token":{"flags":{},"name":"Jedi Youngling","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Kkgdr8RZMkCjprAq","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"ZmZhMmE0NmJiZmYy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull

1st level: breath control, disperse force, heroism, sense

emotion, sense force

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"NTdiMzk5ODYzMmEz","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"NTFkMmRhNDAwMTdh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"ZjdmMjljYzkzZTQ5","name":"Shoto Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"CBrBQjqgUCwea3rv","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"98UEtXIeJhpHyJdX","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3T4VGBLRz2dinqO3","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"T25SXGr198CvzKtM","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"f2hEBmuCSswHuIKl","name":"Disperse Force","type":"power","data":{"description":{"value":"

Prerequisite: Saber Ward

\n

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ebWGew0oR2CG7S43"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VONtGTOsOmtOkM1c","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"azqw5czgtgomxjJw","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Tzi1Uy3vwuKrNPGo","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"Kxc43FW8OD7EV7xo","name":"Aryx","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10+3"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":19,"min":0,"max":19},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"
\"Skkrrreee!\"
- Ki-Adi-Mundi's aryx attacks several thugs
DesignationNon-sentient
ClassificationBird
Feather colorBlue and white
Eye colorBlack
Homeworld
Cerea
DietCarnivore
Aryx were a species of non-sentient, warm-blooded avians that lived on the planet Cerea. The species was carnivorous, and when at full height, aryx were far taller than Cereans, the sentient species with which they shared their homeworld. Aryx possessed a large yellow beak and a pair of black eyes on their head as well as a large tuft of feathers at the back of their skull. Feathers also covered the rest of their bodies, including a pair of wings on either side of their torso, but excepting the aryx's pair of legs, which were yellow in color like their beak. Each leg ended in three digits, two at the front of the foot and one at the back, each of which had a black talon at its end. Aryx feathers could be white and blue in color, with some individuals having only white feathers and others having a mix of the two colors.

Aryx were domesticated and ridden by the Cereans, who used them as individual transports when moving around on the vast grassy plains of their homeworld or within cities. Whilst being ridden, the birds wore saddles for their riders to sit on and had reins for the rider to control them with attached to their beaks. One Cerean who rode an aryx was the Jedi Knight Ki-Adi-Mundi whilst he was on Cerea. He rode it after returning to the planet shortly after reaching knighthood in the Jedi Order. During this visit, he was accused of murder but was acquitted and sent to capture the true culprit, another Cerean, named Maj-Odo-Nomor. Whilst attempting to track down Nomor, he rode his aryx to Outsider Citadel, a city built for off-worlders on Cerea, to meet an informant who might be able to help him with the case. Whilst he was there, a group of thugs attacked the Jedi, who used the Force to summon his aryx to defend him. The bird attacked the thugs and was able to wound several of them with its talons and throw others away from the combat. After the fight, Mundi calmed it again with the Force.
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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

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The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

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The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Ewok Warchief regains 10 hit points.

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The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

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The Ewok Warchief makes two attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage plus 7 (2d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage.

The Ewok Warchief makes 4 attacks.

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\"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'\"

- Industrial Automaton investigators after interviewing 4-LOM

ManufacturerIndustrial Automaton
ClassProtocol droid
Degree3rd degree droid
Height1,6 - 1,67 meters
Sensor colorMetallic green
Plating colorGrey

The LOM-series protocol droid was a protocol droid series produced by Industrial Automaton to compete with Cybot Galactica's popular 3PO-series protocol droid.

Characteristics

A model of third-degree protocol droid, Industrial Automaton's LOM-series were designed for the niche alien market, just as Cybot Galactica had attempted with the PD-series protocol droid. If their droid proved successful, Industrial Automaton planned to introduce a Human-based protocol droid within two years. The LOM unit was humanoid in form, but the head, with its large, compound eyes, was structured to look familiar to such insectoid races as the Brizzits, Verpines, Gand, Yam'rii, Vuvrians, and Xi'Dec.

History

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed. The exploits of the notorious bounty hunter 4-LOM did little to elevate the series' status in the eyes of the public.

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If the droid fails a saving throw, he can choose to succeed instead.

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The droid makes two blaster rifle attacks.

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","token":{"flags":{},"name":"Black Market Lab-Tech","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LiJqFN1m1IamQ2yB","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDY1NzNlYzNmYTE1","name":"Techcasting","type":"feat","data":{"description":{"value":"

The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image, scorching ray

3rd level: sabotage charges, scramble interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","effects":[]},{"_id":"MmU1MDgyNDAyYzI5","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZTc2NzQxODA5ZTVm","name":"Poison Spray","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","effects":[]},{"_id":"rGxag4VebX4u5bKP","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"lyNcp1JM68z25sHN","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"slv1jXs2VLzrMGcF","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"ldElEGRkJgCetWNe","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"QgxTUUdA0C6psLLr","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"Q9XPEbzcs2G8kNgK","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"gVHlp04mOn4gqUod","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"YT1BKwdXVcmQ6hxC","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"m3zGNSYflBmTLMKr","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"vCyo5C5jA2lDJGxC","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"WRnoJG0Kuh2FeEVh","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]},{"_id":"fa5ti8faMI2uyl0K","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"5EQFU5uIwFeqcl7h","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6oJ07fhBJLXJ7zv1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp","effects":[]}],"effects":[]} -{"_id":"LsAz6vNYLxfyi9a7","name":"Corporate Chief Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":1,"min":3,"mod":0,"save":6,"prof":6,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":11,"prof":6,"saveBonus":0,"checkBonus":0},"int":{"value":19,"proficient":1,"min":3,"mod":4,"save":10,"prof":6,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":1,"min":3,"mod":1,"save":7,"prof":6,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":21,"min":0,"formula":"heavy durasteel armor, heavy shield"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"19d8+95"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":76,"min":0,"max":76,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":21,"min":0,"max":0},"senses":{"special":"passive Perception 12"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Dark","species":"","type":"humanoid (any)","environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":19,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","token":{"flags":{},"name":"Corporate Chief Officer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LsAz6vNYLxfyi9a7","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGFkYWJhNDlmNzhh","name":"Techcasting","type":"feat","data":{"description":{"value":"

The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"MDgxZWE5YmJkZjA2","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The chief officer has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"NmQ2ZjRhNDQ3MmYy","name":"Electric Field","type":"feat","data":{"description":{"value":"

When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"NWY4NzNiYzFkMjZk","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"Yzg4YzA4YzZlMWM1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The chief officer makes three Electrobaton attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWNhMDdlMGQ4NDli","name":"Conquering Presence (1/Day)","type":"feat","data":{"description":{"value":"

.

Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"YTM0ZjJkNWVhMjZk","name":"Electrobaton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"fnkUFrPgwFI0HMFR","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"najv23fijFA20Ln1","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"jCvqwtD2VWyzorCz","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"fjwceCSlv4col2Ur","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"n8dTitdzQ0cTLCOM","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"RWCOsSziPz0TW541","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"H2VDyNqvFp5bxYT0","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"cX8uicFqnT2Yi0WJ","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"iBzcWCUR3dv5Qx4D","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"oUHnsG9IDjca1DvQ","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"SGV8WUuXU93wjKlP","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"n6gORqR4xIrRgW3A","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"Xl9b3orgKj5eeWjr","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"cgx6bcPXsPYXMDPx","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"V9yJkP6wUiNJYBz6","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"xPhmx5VkHpRHEIgQ","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"aTyn6lhsasa6EIVI","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"qm6KSF5XYZW5zvKS","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"tDE3spWqEOeXXEdh","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"MiXOzdeRFgbN3QrF","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"iGOv9xEbcG7tJuvn","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"0eCS1NMj0AAy79Fm","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"9FKminpf5YRi7kmF","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.GqlEFPr0SNjeNnXY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp","effects":[]},{"_id":"JAraDvNAwHEDjMdb","name":"Cage","type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.a4nZ05eHgTXZo4TU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp","effects":[]},{"_id":"sqOHtP2l3ddfrvnR","name":"Scrambling Field","type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QXBHocnHw8ErKZSK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp","effects":[]},{"_id":"tyKs5eLHs4VnhuPS","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} -{"_id":"MxiSEKWQzAAYNWQm","name":"JK-13 Security Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d10+40"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Among smugglers and the lower classes, some call them 'Jedi Killers'.\"

- Lido Shan

ManufacturerCestus Cybernetics
ClassSecurity droid
Cost80.000 credits
Height1,5 meters

The JK-13 security droid, unofficially known as the \"Jedi Killer,\" was a JK-series security droid manufactured on the planet Ord Cestus. These droids rose to prominence during a time when they were threatened to be converted into combat droids.

Characteristics

The JK-Thirteen appeared chest-high and divided into sections, giving it a spider-like appearance in its attack mode. So much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy and defeated them allowing Obi-Wan Kenobi and many Desert Wind members to escape from the surprise attack. Its primary weapon was a set of stun tentacles extending from virtually every point on its body: these tentacles could be used to cut an opponent or deliver a disabling charge. Its primary defense was a deflector shield generator-like technology that allowed it to absorb blaster bolts and presumably other weapons fire before it even came into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 was unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which could become a fine strand or thicker rope or cable as needed.

The JK-13s were bio-droids: they used a living circuit design incorporating organics into the core processor, which was actually a life-support unit for a creature known as a dashta eel. Because the eels were Force-sensitive, they granted the droid some measure of precognitive abilities. This, in turn, granted it great combat ability; a JK-13 was able to defeat both a destroyer droid and even an ARC trooper nicknamed Sirty, but was defeated by Jedi Master Kit Fisto, though not with ease. Also, it took Obi-Wan Kenobi two energy weapons (his lightsaber and a lightwhip) to defeat it. It was later revealed that the Dashta eels could not kill another sentient being without going insane, meaning that the droids could never be deployed as combat units.

They sold faster than they could be produced, and cost 80,000 credits during the Clone Wars. They were assembled by Clandes Industrial in the city of Clandes.

History

The droids became important when Count Dooku employed them in a devious trap for the Galactic Republic. He circulated rumors that he planned to buy tens of thousands of the droids, clearly a grave threat to the Republic. He even sent out a prototype to attack Jedi Master Devan For'deschel, who lost an arm to the droid. The Republic responded by sending Jedi Generals Kit Fisto and Obi-Wan Kenobi to Ord Cestus to resolve the issue, because had the JK participated in the war, it would have been one of the most dangerous droids in the army of the Confederacy of Independent Systems. However, it was later revealed that the droids could neither be modified for lethality nor produced in great numbers, and that Dooku, in fact, had no real plans to do so.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Sources"},"dv":{"value":["lightning"],"custom":"Ion"},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":-2,"passive":12,"prof":4,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":15,"prof":4,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/181_-_JK-13_Security_Droid/avatar.webp","token":{"flags":{},"name":"JK-13 Security Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/181_-_JK-13_Security_Droid/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"MxiSEKWQzAAYNWQm","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjRmODkxZmFhNTFm","name":"Circuitry","type":"feat","data":{"description":{"value":"

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/181_-_JK-13_Security_Droid/avatar.webp","effects":[]},{"_id":"MjhiNzliOTIzNjk4","name":"Droid Encasement","type":"feat","data":{"description":{"value":"

The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances. Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

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JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet casts a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

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The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 11 (3d4+4) kinetic damage.

The target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage

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\"I am C-3PO, human-cyborg relations.\"

- C-3PO

ManufacturerCybot Galactica
ClassProtocol droid
Height
1,7 meters
Weight77,6 kg
Cost3.000 credits
Plating Color
  • Gold
  • Silver
  • White
  • Red
  • Black
  • Jade
  • Blue
  • Blue and gold
  • Green
  • Purple
  • Gray
  • Aqua

The 3PO-series protocol droid was a Human-cyborg relations protocol droid produced by Cybot Galactica. The model series had very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

One of the most famous droids of this series was C-3PO, one of the heroes of the Rebel Alliance.

History

Manufactured by Cybot Galactica on the factory world of Affa, the 3PO-series protocol units were considered the most advanced Human-cyborg relations droids in the market for over a hundred years. Production on the line began at least as far back as 112 BBY and continued well into the time of the New Republic.

The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New Republic.

Features

The typical 3PO-series droid stood at approximately 1.7 meters in height with a humanoid build. Most units were programmed with a subservient, service oriented personality and a typical 3PO unit would never attack, under any circumstances even if it was in self-defense.

With its standard components (head, torso, legs, arms and hands), a typical 3PO unit would weigh around 77.6 kg, and its maximal speed was 21km/hr.

Each droid was equipped with a SyntheTech AA-1 VerboBrain making them capable of storing enormous amounts of information, the additional memory space was often used to keep communication modules in the active memory so that long delays could be avoided while searching for linguistic information on mid-translation. A TranLang III communications module allowed them to be fluent in over six million forms of communication, even if they could not respond in all of them for a lack of proper communication appendages. They also had the skills necessary to quickly analyze new unregistered languages and translate them into more well-known ones.

They were even provided with an olfactory sensor that allowed them to comprehend pheromonal communication. Other useful features were a factory-standard restraining bolt mount, and the fact that their shutdown switch was conveniently located at the back of their neck, on a very easy to reach place.

Some models, such as the pricey E-3POs, also included the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

Color variations

Droids in the 3PO-series came in a variety of colors, the most usual being gold, silver and white. Their colored plating, however, was known to be prone to corrosion.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Smugglers

A smuggler, also known by the euphemism free trader,\nis someone who engaged in the clandestine shipment\nof goods or people to prevent taxation or some other\nimpediment. The goods shipped are often highly illegal\nor banned in some sectors. Weapon smugglers are\nreferred to as gun runners.\n

\n\t\t\t\t\t

By far the most commonly smuggled substances are\nvarieties of spice. Although most kinds of spice are\npsychoactive drugs, and most forms were illegal under\nthe Empire, the government's main concern is not to\nstem the ow of spice, but to collect taxes from its\nshipment and distribution through legitimate channels.\nWeapons were another commonly smuggled\ncommodity within the Empire, whose bureaucracy\nstrictly controlled weapons availability in order to\nprevent criminals and insurgents, in particular the\nRebel Alliance, from becoming signicant threats.\nOther cargo for smugglers include chak-root, stolen\nmerchandise, and even clear water. In extreme\nsituations, smugglers delivered standard resources or\nfood. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NWFjNzE2M2ZmYzZk","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"OWRlMTM3MjRmNWZk","name":"Bad Feeling","type":"feat","data":{"description":{"value":"

When the Smuggler rolls for initiative, it can move up to 30 ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"NzVlYjIzMmMzMTZm","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points).

The

Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud,stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"YzZlNTI0YTU0Zjli","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZjEyMmJmYjJlNmM5","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes two weapon attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTg0YWU4Y2YxZmU0","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"NzgxMzZlMjU2ZGIy","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"DuV3Kxfm6pGgEyfY","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"nYmd8IU5CWRmUbKp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"yCJbBcMpDBsy7ra5","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"oh2wGe7tbXS2yBVD","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"SDnOljiznwbIcygC","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"4FbtVBirvBBcBRz3","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"u4RUfPzPTz8SsdPW","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"2PcZxgpaedH4w4Qp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"WlAsW8OUzanok4nX","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"YGUGtFlK2NEnUuER","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"wdgGXIf6xXWBndJN","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

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A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

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Overcharge Tech. You can target one additional creature for each slot level above 2nd.

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You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

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You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

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Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

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A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

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Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

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CreatorKazdan Paratus
ClassJunk droid

Junk behemoths were a type of junk golem found on Raxus Prime after the Clone Wars. They usually served as walking power plants or armor carriers.

History

Jedi Kazdan Paratus used junk behemoths he created to protect his Temple on Raxus Prime, especially from Rodian scavengers. Unlike other junk droids made of salvaged scraps, his droids were held together by the power of the Force.

Each junk behemoth, like other junk golems, was constructed out of scraps lying around the Raxus Prime surface by Kazdan Paratus. They were slightly larger than the Scrap Guardian, but were second in size when compared to the Junk Titan. Junk behemoths were used to hold back Galen Marek in his attempt to raid the Raxus Prime Jedi Temple and kill Paratus. Galen ran into two of the make-shift droids before encountering Paratus himself. Paratus used pieces from old Separatist droids to construct them; the CIS logo was visible on the chest, and the arms were the wings of vulture droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The junk behemoth makes two blaster cannon attacks or two slam attacks.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Anoobas were mammals that lived throughout the Outer Rim Territories. Wild anoobas traveled in packs of 10 to 12 members.

Classification

Mammal    

Distinctions

Lower jaw

DietCarnivore

History

The bounty hunter Embo owned an anooba named Marrok, while the Phindian Osi Sobeck kept a pack of dark anoobas which he used to hunt down fugitives on the planet Lola Sayu.

Sabine Wren, a Mandalorian and member of the Ghost rebel crew, painted an anooba insignia on her armor

Around 34 ABY, Dok-Ondar kept a stuffed Anooba head mounted on the wall of his store.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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\"Oh! It's a nexu – and she has cubs! How cute!\"

\"For creatures with four eyes and a mouthful of teeth, they are rather cute.\"

- Allana Solo and Leia Organa Solo
DesignationNon-sentient
Average height 0,94 meters
Average length1,83 meters (4,51 meters with tail)
Average mass225 kilograms
Hair colorBorn white, age to brown
Eye colorRed
Distinctions
  • Four eyes
  • Spiked spines
Homeworld
Cholganna
Nexu were feline creatures native to the chilly forests of the Indona continent on the planet of Cholganna.

Characteristics

There were other breeds of nexu on Cholganna's other continents, but only the forest nexu had an additional set of eyes able to view in infrared wavelength, which aided in their hunting of bark rats and tree-climbing octopi. They were often exported and trained as security beasts, as used for patrolling on Malastare, or used in arena combat, as seen on Geonosis. Nexu were 4.5 meters long and generally 1 meter tall.

The nexu appeared to be feline in nature, with claws which could slice a Human in half. They had quills along their back, and a long tail that in the wild allowed the nexu to swing from tree branch to tree branch. The tail also split into two equal sections for a better grip on the tree branch they were swinging from. They had extremely sharp instincts and reflexes, although they were known to tire easily, and often used swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs were born pure white.

A particularly stealthy variety was the black nexu; this species was also one of the rarest.

History

Too vicious to be kept in zoos and difficult to train as watch-beasts, they were instead sought after for arena battles where their ferocity was much appreciated by spectators ( It was the most favored monster). This resulted in many big-game hunters making regular visits to Cholganna, hoping to capture a live nexu for export. Many hunters ended up dead however, when tracking prides of nexu, and as a result fees for live nexus often ranged up to half a million credits per animal. Buyers such as Senator Ask Aak of Malastare and Archduke Poggle the Lesser of Geonosis willingly paid such prices however, in order to add these magnificent creatures to their collections.

In 32 BBY, after the Invasion of Naboo by the Trade Federation, the bounty hunter Jango Fett faced many nexu on his visit to Malastare, during his hunt for Komari Vosa.

A nexu was used during the attempted execution of Padmé Amidala prior to the outbreak of the Clone Wars, and its actions could be considered typical of the species. It would climb towards its victim, strike, then return to the ground quickly, waiting to see if its enemy would strike back. It was an extremely aggressive creature, snapping, clawing and roaring in the general direction of Amidala. When a Geonosian guard attempted to direct it with a blast from his static pike, this only served to irritate the creature further and the guard was quickly devoured. An agile hunter that sacrificed bone mass for speed, a kick from Amidala knocked it down, weakening its tender body greatly. A reek, steered by Anakin Skywalker, finally rammed the stunned nexu, killing it instantly.

After asking for a pet for years, Skywalker and Amidala's great-granddaughter Allana Solo was given a nexu cub in 43 ABY. This was after Leia Organa Solo killed the baby nexu's mother to save an Ithorian, who was under attack from the creature at the Coruscant Livestock Exchange and Exhibition. She named the baby cub Anji.

By 130 ABY, wild nexu were a common and dangerous sight on Coruscant and tourists were advised to stay with their groups when sightseeing on the capital. The nexu were usually seen in areas of the planet still scarred by the Yuuzhan Vong war, a hundred years prior.
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The nexu can make two claw attacks.

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DesignationNon-sentient
Homeworld

Naboo

DietOminvore

Clodhoppers were omnivorous and dim-witted flightless avians from Naboo. A clodhopper was rarely more than three feet tall, but they fed in swarms, becoming a real menace. They were protected by tough, durable skin. A noteworthy attribute of the clodhopper was its ability to spawn two hundred young in only two days, all of which spent most of their time eating.

On Naboo, clodhoppers had natural predators like narglatches of any age, and even Gungans sometimes hunted them because of their meat (which made tasty snacks) and their thick skin (which was used to make musical instruments). Some centuries before the Battle of Naboo, however, the flightless birds were exported to other planets, which caused the utter devastation of entire colonies. Its export has been strictly forbidden since, under the maximum punishment allowable by law.

The colony at Corva, in the Galaanus system, was wiped out by clodhoppers that had been accidentally shipped with grain from Naboo. Consequently, restrictions and inspection requirements on agricultural imports from Naboo existed on a number of worlds, some which callously supported the Trade Federation blockade in 32 BBY, if only to save the expense of funding inspections.

On 32 BBY, the Army of Life managed to conceal clodhopper eggs in sealed boxes and shipped them to Stend IV in the Majestic Gundark. A Tarnab diplomat had a pet clodhopper.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (dathomiri)","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":2,"ability":"dex","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"sur":{"value":2,"ability":"wis","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","token":{"flags":{},"name":"Nightsister Hunter","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"O44CZV9N4Tyw5OoZ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmQ3NjBmMTFiM2E3","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points).

The Nightsister Shaman knows the following

force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

phasewalk

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MzJmY2YyYjY1Nzdh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Nightsister makes two energy bow or vibroknife attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmUzMWQxY2Y0M2U3","name":"Energy Bow","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"YTJmMDkwNDNiNjg2","name":"Vibroknife","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MDcyMjNjMGI5YWVh","name":"Blood Trail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MWQyMmM0MTRkMjhj","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MTMwZGM5OThmYWMx","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uFMsixIMUBa7v5VZ","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"O4RRVy1PIe9o45ZT","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"VkVMydZ3WDnsswKh","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"pwA6J8njj36pDpoJ","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"AzJaU7OXx6QgvA6t","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"rTkslFR9Bhijel8p","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iUES39IktOW80p6P","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Q5eHm7YYSDxIrsYA","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"48eNjuJBWXRSweXy","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"myYrLIracjgRrovk","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"Rhsquaie7OClBILT","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"LQxhwrLEUaqYO9mV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ELwTj3NBhaR3zjAV","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"VtKDRSwVn88QFpIg","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"O7tBsNB6kVvzIkHa","name":"Sith Sorcerer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":"16 with battle 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Sorcerer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"O7tBsNB6kVvzIkHa","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDI1MzIxZmZlMjM0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points).

The Sith Sorcerer knows the following force

powers:

At-will: saber reflect, shock, slow, force push/pull

1st level: sap vitality, battle precognition

2nd level: drain vitality, hallucination, affliction, phase walk

3rd level: dark aura, plague, force lightning

4th level: shocking shield, dominate beast

5th level: siphon life, insanity, dominate mind, improved

force scream, improved phase walk

6th level: force chain lightning, wrack

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"N2RjNjYzYzJhZmEy","name":"Quickened Power (3/day)","type":"feat","data":{"description":{"value":"

When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"ZTQ4YzMyOGY5MGU4","name":"War Caster","type":"feat","data":{"description":{"value":"

The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"NmEzNWJiZGZhNjY3","name":"War Caster","type":"feat","data":{"description":{"value":"

When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"YWMzOThkNmY1MTQx","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"MmU2OTg3YzA1NmI0","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"NWU4NmYwN2U4OTlm","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"YWEyZGFiYzlkZjU2","name":"Frightening Gaze (Cost 2 Actions)","type":"feat","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"ZTEzMTZlYjc0MzM0","name":"Disrupt Life (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"D9rRPBzvipDHufGk","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"b5ceB1nuoe5InQ18","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"lBOmfXUIGV978dm7","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"AEEBynm0QvNt5mFU","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ZuZL3uLY4ObHWQGR","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"nA37T3CXrhgpQdKZ","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"Wp1idIb3a7QLt5PK","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"X2E89K9FBeqiikoz","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"dNqbOYLd5QfOBBDk","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"Pc3vLtusQapkhbuj","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oox7Xa99pehvj2yN","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"Uiu4t5fSghxt2Bd4","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"lIT2fLQCaXL6u1xn","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"UO93P5cNuW141Iax","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"lCyKJpAo3FH7JMJu","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"hnucKXNpUoVxmzUw","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JIEyUKzKtvrosxbx","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"uIjwf04qP5xTE9w1","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"bDqD5na7BgPNsETz","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"7o4j3zJcmIPVtMhD","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YiAKJ9RS77ZQCiQl","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"HMZKB5upbD1Ihbna","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"ODy2FlwrOXhHbYUm","name":"Mandalorian Soldier","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"weave armor, light shield generator"},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"9d8+18"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":59,"min":0,"max":59},"bar2":{"value":17,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","token":{"flags":{},"name":"Mandalorian Soldier","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ODy2FlwrOXhHbYUm","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODU2ZjZmMzU2ZDdk","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NjVjMTlhYTQyN2U2","name":"Brave","type":"feat","data":{"description":{"value":"

The soldier has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"OGRiNDkwMWE5OTdm","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NzEyMzg3ODQ0ZDgw","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The soldier deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"MTAxMTYxYzQ3Y2Q3","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"YTI3YTIzNWVkYThh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTc2MDU5OTM4NzE2","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NmY3NWJhMWU2YmMz","name":"Vibroblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"MDQ5YmEwMjcxMDM1","name":"Fragmentation Grenade (3/Day)","type":"feat","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"Y2QxZDZhYjk2YmQw","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Deep-fried nuna leg mmm. Delicious!\"

- Orn Free Taa

DesignationNon-sentient
ClassificationBird
Average height0,5 meters
Homeworld
Naboo
Habitat
Swamps
Diet

Omnivore

Nunas, also known as swamp turkeys were diminutive bipeds that lived in the swamps of Naboo. These birds could not fly and were known for their stupidity, but were also adaptable and easy to care for. Nunas had spread across the galaxy, prized for their meat and eggs. They were omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna could feed a family of four. Nunas were also used as a ball in nuna-ball. When nunas became angry or intimidated, they could inflate their body to a larger size. Nunas were capable of growing blue and red feathers.


The legs of a nuna could be deep-fried to be food. The species were raised as livestock for consumption by residents of the planet Batuu. Nuna Turkey Jerky, a type of jerky, could be made from the meat of nunas.

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As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

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\"Watch out kid, this thing handles like a drunken bantha.\"

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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When the Jedi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points.

The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber

reflect, turbulence

1st-level: burst of speed, cloud mind, force jump, heal, project,

valor

2nd-level: calm emotions, force barrier, force camouflage,

force sight, force throw

3rd-level: beacon of hope, knight speed, sever force,

telekinetic storm

4th-level: force immunity, improved force camouflage

5th-level: mass animation, telekinesis

6th-level: telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MmIyM2ZkMWU2MGFm","name":"Force Sight","type":"feat","data":{"description":{"value":"

The Jedi is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.

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Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

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If the Jedi fails a saving throw, it can choose to succeed instead.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"YzkxODdiYTJlOGMx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (3d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MDBjYzRkZjg4MjIx","name":"Force-Empowered Detonators (6/short or long rest)","type":"feat","data":{"description":{"value":"

.

The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"NTAwNDhmYTZiNmFk","name":"Move","type":"feat","data":{"description":{"value":"

.

The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"OGM0NGU4NGQ0NjEy","name":"At-will Power","type":"feat","data":{"description":{"value":"

.

The rebel jedi master casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"OTFhODRlYzFkZGI3","name":"Dashing Strike (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"NTZlZjE0NTQ2ZDYx","name":"Cast Force Power (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"FiQfz2jJmOPuB2sK","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2oJbJb6dzoVCRRgq","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jmZjrZT2I56pWVO0","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CmOuFezKeCqO2mSr","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RP2RG6bbmNRiQrAM","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"7k5LK5qkBdaMTCGB","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ec5nit464L49f92Y","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jhPulR7fLLorCGQZ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ynjRqXB8tNbX986I","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"N5SKFh1OTi1TdInr","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AqVijW32ARrQgSsU","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V254vPksGuUfTPcS","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"C98vV8lmJ497pd9X","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hlQYJRE9TblsUsfS","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WDtUmKkj700zBwfp","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VMVj0NmRxpqAqru5","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"IZ08y4kutz4L1ZAU","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jPvbXDHaGtz3YNxi","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u0LIhrQBvU5ki4pV","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

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In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

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Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

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You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

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A bush was a type of woody shrub, distinguishable from a tree by its multiple, shorter stems which grow from or near the base, and was a common plant on many planets.

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While the shrub remains motionless, it is indistinguishable from a normal shrub.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/246_-_Shrub/avatar.webp","effects":[]}],"effects":[]} -{"_id":"OXbNYFadigOOnhFn","name":"Trooper, Demolitions","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"durasteel armor"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"2d10+6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Demolition Troopers are members of the Galactic Federation who are outfitted with explosive weaponry for special missions. While capable of destroying the strongest of barriers, they are not very effective in combat, due to lighter armor, and often rely on others to cover them while in battle. They seem to have weaker versions of the Galactic Federation Marine's assault rifles. Their explosives are carried on their back.

In Metroid Prime 3: Corruption, Samus is charged with watching over twelve Demolition Troopers after she disables the Pirate Homeworld's defense system. These Troopers will clear a path to the Pirate Homeworld Seed. Meanwhile, Samus must defend the Demolition Troopers from Space Pirate attacks. Four of the twelve Demolition Troopers are required for the final door. If there are less than four surviving, Admiral Dane will contact Samus and order her to fall back, causing a Game Over. The easiest tactic for getting the Troopers through to the end is to engage the Space Pirate forces at extremely close range, so that they can't shoot around Samus, and then for her to kill them at point-blank range. If Samus succeeds in protecting all twelve troopers, a Gold Credit, \"All Troopers Survived\" will be rewarded.

A Demolition Trooper that speaks to Samus after opening the path to the Skyway for her states that their group color is yellow, but this fact is never again referenced. Different groups supposedly have other colour-schemed armour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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.

After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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.

After spending at least 30 seconds setting the charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points.

The veteran salvager knows the following

tech powers:

At will: electroshock, jet of flame, poison spray, temporary

boost

1st level: absorb energy, cryogenic blast, energy shield, oil

slick

2nd level: detect invisibility, mirror image, paralyze

humanoid

3rd level: tactical advantage, kolto cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/428_-_Veteran_Salvager/avatar.webp","effects":[]},{"_id":"MzUyZmUwZWM3MDg4","name":"Nanobot Cloud","type":"feat","data":{"description":{"value":"

As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e\u0000ect on humanoids.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/428_-_Veteran_Salvager/avatar.webp","effects":[]},{"_id":"MzgwYzk0M2U0NDIw","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"MzI0ZTYyOTZhMTdh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The salvager makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWIwZDJlMDUzNzZi","name":"Slug Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/428_-_Veteran_Salvager/avatar.webp","effects":[]},{"_id":"U28XwlTCfug3poFp","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Y2Q9N7jGgttOK0Yv","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"5YFtKearCM4VIwb1","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"f6Ah4AEGlIWzhtQ4","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"lTdGpMI7WC9LCbsU","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"YJmFlGbXah2fRv30","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"0U6fQvQZlUHIsaxn","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"c7wuBsLA1DGiYJEs","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"bRy0vE0N0DPnG3pv","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1050000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"6F4qVtA2p9NnCD6N","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"ESflVZqon6U6hfWF","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"Qq37Lf2hlXO1UOQX","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]}],"effects":[]} -{"_id":"OiSOrSseEISHHgUs","name":"Aqualish Enforcer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":6,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":6,"prof":2,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":1,"min":3,"mod":0,"save":2,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"durasteel armor"},"hp":{"value":93,"min":0,"max":93,"temp":0,"tempmax":0,"formula":"11d8+44"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":93,"min":0,"max":93},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Thugs & Security Forces

Various different types of thugs and security forces,\nappropriate for gangs, simple ruffians, or mercenaries. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (aqualish)","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Aqualish, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/435_-_Aqualish_Enforcer/avatar.webp","token":{"flags":{},"name":"Aqualish Enforcer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/435_-_Aqualish_Enforcer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"OiSOrSseEISHHgUs","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTcyNmFmZjgxYjI2","name":"Aggressive","type":"feat","data":{"description":{"value":"

As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

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The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The aqualish makes two weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage plus 4 (1d8) kinetic damage

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The aqualish sprays a 10-foot-cube area within range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already a\u0000ected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.

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The Battle Hydra was a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun.

Biology and appearance

Physically, a battle hydra was a sinuous reptile with leathery wings. It should be noted that no two of these animals were identical though all shared the same general description. Typically, they were known to hold two heads that sat atop long, fluid necks. The heads held a pair of yellow slitted eyes. Whilst this was usually the case, there were some varieties of these beasts that had more than two heads. At the back was a long wicked, whip-like tail that held a hooked stinger. The stinger glistened with a strong and acidic crystallized poison that dripped from the tail. Four powerful legs were tipped with hooked claws that were both tough and sharp as well as easily capable of ripping the flesh from the beasts victims. The body of the beast contained muscular torsos that were sheathed in iridescent scales. This was forever altered at a molecular level by the Sith alchemy that had altered their physiology. The skin was infused with ancient Sith alloys that reduced the damage sustained by the beast. The armor alloy introduced into their basic physiology even reduced the damage from a lightsaber attack.

When left to their own devices, these beasts were mindless and shy creatures that was a contrast to their fearsome appearance. When searching for food, battle hydras were known to be solitary animals that hunted alone. Much of their existence involved them being aloft where they rode thermal currents in search of prey or threats. When these were spotted, the battle hydra dove through the air where they snapped with multiple jaws as well as attacked with their teeth, claws and poisoned stinger. Once prey succumbed to either the attack or poison, the beast took the corpse back to its lair where it was torn apart and devoured. They only ever attacked with their claws once they landed and were beginning to feed.

These animals were, however, susceptible to influence or commands from Force-sensitive dark side users. Normally, they did not attack an individual unless cornered or spurned by the will of a Sith Lord. Many of them used their battle hydra as their own personal shocktroopers and it was only on such commands did they ever attack in numbers. Battle hydras were known to be particularly attracted to sites that were strong in the dark side of the Force. It was believed that perhaps these beasts perhaps drew some form of nourishment from these locations.

History

Many centuries ago, the Sith Lord Exar Kun studied the dark Sith sciences within the depths of the planet Yavin 4. His experimentation in the arts of Sith alchemy resulted in the creation of the battle hydra. This alchemical creation was formed as a fierce guardian creature to test his theories. After Kun's death in the Great Sith War, the battle hydras retreated into deep mountain caverns where they dwelt in the shadows. They became a rare sight on Yavin 4. In time, the beasts regressed to typical predator behavior where their small population only emerged from the mountain caves in order to hunt. Normally, they prowled the skies of the steamy jungle moon, though their creator's travels did leave the possibility that some were located on other planets so long as there was an abundant supply of food.

Battle hydras were forgotten for millennia until the early days of Jedi Master Luke Skywalker's Jedi Praxeum. In this time, the dark shade of Exar Kun's spirit summoned the mutated hydras to attack the comatose body of Skywalker. His Jedi students had encountered a variant of the creature that had three heads and possessed no forelegs. The beasts would have succeeded in their goal had Master Skywalker not acted through his nephew Jacen Solo to fight off the animal with a lightsaber. Another swarm of hydras were summoned to complete their master's will but were destroyed when Rogue Squadron pilot Corran Horn borrowed a Z-95 Headhunter. After this event, the New Jedi Order only rarely encountered battle hydras. Without Exar Kun's will to control them, the animals avoided all contact with sentient beings, except for rare attacks on those who seemed to threaten them.

With Exar Kun destroyed, the creatures were believed to either have reverted to their more natural forms or simply to have died out.

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The hydra gets an extra reaction that can be used only for opportunity attacks.

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The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the hydra's heads is asleep, its other head is awake.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The hydra can make three attacks: two with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Starweirds were a species of incorporeal humanoids found only in space. Tall and gaunt, they possessed long, sharp talons, wild white hair, and glowing eyes. The creatures appeared to spacers repairing their starships in space, or aboard vessels traveling through hyperspace. A starweird would choose a target, and, after being spotted, emit a telepathic scream that caused fear in most individuals. The starweird would then attack its victim. Starweirds were powerful creatures capable of using the Force, and held a strong hatred for Force-users, leading some Jedi to believe that they were apparitions created by the dark side of the Force. During the time of the first conflict fought between the Galactic Republic and the reconstituted Sith Empire, Jedi Master Wyellett saved his Padawan Xerender and many members of the Jedi Council from a famous starweird known as the Starweird Queen.

Biology and appearance

Starweirds were incorporeal, humanoid, Force-using creatures found only in the vacuum of space. They were very tall and extremely gaunt—to the point of almost being skeletal—and wore ephemeral rags that hung from their two arms. Starweirds had long, wild white hair that floated around their heads even when influenced by gravity. The creatures had pale skin that varied slightly in color from one starweird to another, and their faces were desiccated. However, specific accounts of what a starweird's face looked like varied, with many witnesses stating that the creature's face somewhat resembled their own. Starweirds each had a large, toothy mouth and eyes that glowed in a way that some individuals described as eerie. Their arms were bony and ended in hands with three large, sharp, black talons. The species' incorporeal nature made it possible for the creature to resist conventional attacks and pass through solid objects, although force fields still stopped the creatures. They were also fully affected by the use of the Force.

Instead of walking on their two legs, Starweirds hovered or flew silently at a speed that was slightly faster than most bipedal Human-sized species could move. While fairly intelligent, the creatures did not speak or communicate and had no known language. The species was capable of seeing up to twenty meters in complete darkness, although they were unable to distinguish color under those conditions. Starweirds could use the Force powers Drain energy, Force grip, Force lightning, and Force sight. They had no ecological role, and after dying, a starweird left no traces of itself behind.

Behavior

Starweirds would typically appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds became enraged and released a loud, piercing telepathic shriek that affected creatures within twenty meters. Due to the call's telepathic nature, it could be heard even in the vacuum of space. Their scream often caused listeners to cower in fear or attempt to flee, although some individuals were able to overcome their terror and fight back. After issuing the shriek, the powerful creature would set upon its foe, shredding them with its sharp claws. A starweird would choose one target and focus on that individual. The creatures were noted for having a particular hatred for Force-sensitives, who they would mindlessly concentrate on killing even if there were other creatures present.

History

Starweirds were found solely in deep space. They were considered a mysterious species, and some Jedi hypothesized that they were physical manifestations of the dark side of the Force. However, there was little evidence available that supported the theory. During the first war fought between the reconstituted Sith Empire and the Galactic Republic, the Starweird Queen was a member of the species who was considered to be legendary. The Starweird Queen attacked many of the members of the Jedi Council and a Jedi Padawan named Xerender. The group of Jedi was saved by Jedi Master Wyellett, who was the teacher of Xerender, which caused the Jedi Master to be captured by Imperial forces.

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The starweird can survive in the vacuum of space.

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Force and tech created darkness does not impede the starweird's darkvision.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"YzllNjhiMzZkN2Y1","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The starweird has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"ZGZkZTdhNDE2ZTMz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers: At-will: denounce, force push/pull, shock 1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight 3rd-level: choke, force lightning 4th-level: drain life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"NzJhYmIzYjUwYTgx","name":"Phase Shift","type":"feat","data":{"description":{"value":"

The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"NzBlZjk4MThhM2Mw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The starweird can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWRlODIxMzI4ZjVh","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"],["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"MTViZTFmOWVlNjM0","name":"Telepathic Scream (1/long rest)","type":"feat","data":{"description":{"value":"

.

The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"uIQ5oOl1UbTYySdX","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"NuF0q7MOcQmObusG","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"aHgoVn2rBn3c7D5d","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"21bQDxBBWNL0elqx","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"PTKD0jKtC0Xsgb1C","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"AUIv9xqr1p7QFQSD","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QHu78zqcsFJyMsLA","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"RJqehGNR2RX6Vqw0","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sws2Y1QtS5Trnwqh","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"0roqKLlQQ6NcIryV","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"JnzNHbGxe1bSYHtE","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":20,"powerForceLevel":16,"powerTechLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","token":{"flags":{},"name":"Jedi Commander","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Oz4o39ACJ0HVOyM2","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ2YzMyMjFmY2Uw","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

When Jedi Commander fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"ZjcwM2Q2Mjk1Zjg0","name":"Saber Reflect","type":"feat","data":{"description":{"value":"

Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MGIzYmRlOGI5NzRi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull,

mind trick, saber reflect

1st level: burst of speed, force jump, force throw, heal,

heroism, improved feedback, sense force, slow descent

2nd level: calm emotions, coerce mind, force barrier, force

enlightenment, force sight, rescue, restoration, stun droid

3rd level: force repulse, knight speed

4th level: disable droid, force immunity, freedom of movement

5th level: improved force barrier, telekinesis

6th level: true sight

7th level: destroy droid

8th level: master force barrier

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MmIxMjVjNjcyMDYy","name":"Force Shield","type":"feat","data":{"description":{"value":"

The Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MGFkMzE5YTgzYzk3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YTQ5ZTdmOTRkZDBh","name":"Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 16 (2d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"NzAyMTQzYTcwMjYz","name":"Leadership (1/Rest)","type":"feat","data":{"description":{"value":"

.

For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MWRjNTJhYTg4NDRj","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"YmNjYzllOGM2M2Yy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MmYwMDUwYWMzYjk3","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"ZGVhZjk2ZmRmYzI1","name":"Saber","type":"feat","data":{"description":{"value":"

.

The Jedi Commander makes one Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"maRqBC4aGm8yirGW","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"3oluud8VJL5MjNqU","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"BvvLrfuu4kx4XkfJ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SKrwFi8QRuXIllHw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6B2WgA0y4jK8HuqO","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"3KdPF1W6M9xUAFHv","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"3tsurpDoG0upHgX3","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"egdt3H7Sq1swfNmv","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K0P2HoAIyQXkN3km","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"P4PfmhHDUpMcswGW","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jTB6ynxjtgoXn6wq","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"lMC8do0smE09Fkrx","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hWJJXuJGkrfHVCWj","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ztaWB42jrlMMMsdL","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PXZE8cTkvAIicXzF","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E6IaAZ78VBWSKvG6","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9F8DEuay5JoVrohw","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jM1a8C01fJqKDboL","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TTWk2NpUl8AIbJ2C","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3dP9p7tPoDrIgCaM","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mxvbhbtjY7sQpr9d","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"xlV2jVncThDHncuk","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T4CXt44Vn74ZDI9E","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"O1nCus35TEwfugdz","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"3c6R0hbtlxPbupNV","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"T5EUuC0rpPsB16T9","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Gk1ED7HG4ATaku3u","name":"Improved Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Force Barrier

\n

This power further bolsters your allies with toughness and resolve. Choose up to twelve creatures within range. Each target gains the following benefits:

\n
    \n
  • The becomes immune to poison and disease. Any currently existing poison or diseases still exist.
  • \n
  • The creature becomes immune to being frightened by powers.
  • \n
  • The creature’s hit point maximum and current hit points increase by 2d10 for the duration.
  • \n
\n

These benefits last for 24 hours or until the end of your next long rest, whichever happens first.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SaMnm3iVoaldsWip"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6mnNryY5ia44gNcu","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iLqy58GS41mDQ6Nd","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U8nn3Eh61LWXKXuN","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"3ed8KasKTd77t0cW","name":"Master Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Barrier

\n

This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:

\n
    \n
  • The creature sheds dim light in a 5-foot radius.
  • \n
  • The creature has advantage on all saving throws
  • \n
  • Other creatures have disadvantage on attack rolls against them.
  • \n
  • When a dark side creature hits them with a melee attack, that creature must make a Constitution saving throw or be blinded until the power ends.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3IoaQSSoAtFsoavO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MVqxJxcsS2nL0xGW","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"OzlC6gUxsvcnqZBr","name":"Condor Dragon","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"natural armor"},"hp":{"value":67,"min":0,"max":67,"temp":0,"tempmax":0,"formula":"9d10+18"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":80,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":67,"min":0,"max":67},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
Average wingspan3 meters
Homeworld

Endor

Condor dragons were flying, carnivorous reptavians native to the craggy cliffs, deserts, and deep woods of Endor's forest moon. They walked on their hind legs and their forearms were used to hold prey. They had bony ridges along their spine, and a wing span of approximately 3 meters.

Though powerful predators, they were not above scavenging for food. They were both nocturnal and diurnal, and, despite their large size, they would only prey on small to medium size creatures, which they captured alive and took back to their caves. They flew off from high buttresses and hunted in a spiral swoop. They attacked with a spine-tingling screech.

They were known to snatch Ewoks right off the backs of their riding ponies, though this was rare as the condor dragons would likely view the rider and pony as one creature, and therefore too large for it to carry. They did not eat ponies, as they were unpleasant to their taste. They did eat giant cave \"spiders\".

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The dragon's movement speed is not reduced while moving with a grappled creature.

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The dragon can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit congurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specically for military use.

Cargo Skiff

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Ubrikkian Industries Bantha-II cargo ski is\ndesigned to transport cargo and is common in\nspaceports and warehouses across the galaxy. It has\none open deck with a simple control station located\nnear the rear of the vehicle that allows it to be piloted\neven by unprofessional laborers or amateurs.\n

\n\t\t\t\t\t

The ski's repulsorlift engines allow it to hover 50\nmeters o the ground while its rear thrust nozzles\npropel the craft forward at a top speed of 250\nkilometers per hour. A pair of steering vanes on the\nrear also provide very limited maneuverability which\nmake it dangerous to travel at a fast speed. They cost\n8,000 credits new.\n

\n\t\t\t\t\t

Most variants are equipped with retractable\nmagnetic lifters and loading ramps. Once onboard the\ncraft, the cargo is held in place by magnetic fasters\nand/or cargo straps. The average Bantha-II is able to\ncarry around 100 tons of cargo, although as many as\n16 seats could be installed on its deck allowing the\nvehicle to operate as passenger transports or even\npleasure craft.

\n\t\t\t\t\t

Among the most common of modications to the\noriginal design is the installment of an enclosed deck\nand pilot station. Military versions have reinforced hull\nand blaster cannons bolted to the front and side\nrailings.

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","token":{"flags":{},"name":"Landspeeder, Cargo Skiff","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PAb2NA5EKB9x45G1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWU3Y2U3NGI4Yzc0","name":"Light Plating (Hull)","type":"feat","data":{"description":{"value":"

If a single attack does less than 5 points of damage, the Ski\u0000 takes no damage. If the attack does 5 or more damage, the Ski\u0000 takes damage normally.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"ZjAyZDFjZTNkZTAy","name":"Piloted (2)","type":"feat","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"YWI5NTY5NmVjZmU0","name":"Control: Helm","type":"feat","data":{"description":{"value":"

Armor Class: 12 (light plating)

Hit Points: 15

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"OTQ2N2U2NTEyMmNm","name":"Movement: Repulsorlift","type":"feat","data":{"description":{"value":"

Armor Class: 12

Hit Points: 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the ski\u0000 cannot maintain altitude.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"ZDRkNDFmYTI2ZGY3","name":"Weapon: Turret (optional)","type":"feat","data":{"description":{"value":"

Armor Class: 15 (light plating)

Hit Points: 40

Ski\u0000s typically include a turret only when they are equipped for combat.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"NDdiMjNiZDlkZmE5","name":"Redirect","type":"feat","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/414_-_Landspeeder_2C_Cargo_Skiff/avatar.webp","effects":[]},{"_id":"NWJlNjk0YmRlNGEw","name":"Turret","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 120/480 ft., One target. Hit : 16 (3d10) energy damage.

Ski\u0000s typically include a turret only when they are equipped for combat.

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\"Hey! Some moof-milker installed a compressor on the ignition line!\"

- Han Solo

A moof was a creature of the galaxy that had hoofed feet, a thick hide, and secreted milk. There were individuals who milked moofs, which inspired the term \"moof-milker,\" an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.

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If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, sap vitality,

wound

2nd level: affliction, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: improved phasewalk, insanity, siphon life

6th level: eruption, scourge, wrack

7th level: ruin, whirlwind

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"NzMwMGYwYWM3NDky","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"ZDJkNWRiNjIyNTMx","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"ZGJlZDI5OWU0YWUy","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"PmNvo06OqeWVoUeZ","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"FtyC1Vab1bKFVUwE","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"A9xuWQ2oSPYGKs50","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oXmAdcWUWE8RWjyn","name":"Scourge","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Plague Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6d2wwUGy40FlGqaY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Scourge.webp","effects":[]},{"_id":"QAx9d6V8GwEo5ijL","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"N7jiEA1w62TgrmGd","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V9JORaBzUksnBKjg","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"0rdWrNGEl2krLvRU","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Wb8j1PbU8mdYZgbG","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"iBRLsNjiNSN4LC9x","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FqHDO01ijpzTUi8J","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"sqKxkjMVEo41Wzbi","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"d7sASGjn2Ifj50Jd","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"D9zNeEeWI6RfEJUV","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"hO4wnFaecJzgQz1R","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"afh5LuG4PcaFQdHA","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"TXD9UstcyZRD6Ttl","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"Ew6cqMT3lQwClUN1","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"Xe1WjAVYGjGNcyt1","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GvCBQ9h1kYNwFLMz","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"CHxMdgMqjPCjqtjS","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"k9e80wp9Tgk3p6Mw","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rld752QQpjzBP2dt","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"GwKFXIRZfHloukLX","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"lBPoncnRGMJQ7Xst","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BXRbkSsuXdSlCKeA","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Qxw3c7TO3FjWnI3w","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a5JtCoI2QLB7F8js","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"n5AbEyJzymFlIKxP","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"TaPMrWntEgFUNzKd","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"6IWTif0hTbDR8pYS","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"xEzelGgnl2W3mehM","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"R1BwRziQyNbNXZI5","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"PQ7oqzjnXfa22jYb","name":"Knobby White Spiderling","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"4d4"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":0,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

","public":""},"alignment":"Unaligned","species":"","type":"plant","environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","token":{"flags":{},"name":"Knobby White Spiderling","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PQ7oqzjnXfa22jYb","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"randomImg":false},"items":[{"_id":"YjdiZmFjMDkzZWE5","name":"Distress Spores","type":"feat","data":{"description":{"value":"

When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","effects":[]},{"_id":"ZmJhMjMxNThmNDA1","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage.

The target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","effects":[]}],"effects":[]} -{"_id":"PVseAZwR4pmPIE1j","name":"Imperial Royal Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 17"}},"details":{"biography":{"value":"

\"Those were Imperial Guards, Lando. The Emperor's personal protectors—handpicked from the very best of his forces. Out of millions of soldiers, they are unsurpassed.\"

- Korin Pers, to Lando Calrissian

Founder(s)Sheev Palpatine
HeadquartersGalactic City, Coruscant
Date foundedDuring or prior to 28 BBY
Affiliation
  • Galactic Republic (Office of the Chancellor)
  • Galactic Empire (Galactic Emperor)
  • Jakku Imperial remnant

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard, or simply the Royal Guard, and under the Galactic Republic as the Red Guard, was an elite unit whose members served as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards were a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualified for duty in the Royal Guard. The Imperial Royal Guard were also occasionally assigned to provide protection to members of the Imperial Ruling Council and Lord Vader.

The origins of the crimson-clad Royal Guard dated back to the time of the Separatist Crisis, when Supreme Chancellor Sheev Palpatine crafted an order of protectors, named the Red Guard, that stood apart from the cerulean-clad Senate Guard during the Galactic Republic's twilight. Over the course of the Clone Wars, the Red Guard gradually supplanted the Senate Guard and its elite sub-unit, the Senate Commandos, as the chancellor's bodyguards. By the end of the Clone Wars, Palpatine proclaimed himself Emperor of the Galactic Empire. As a result, Senate Guards were completely phased out of service and replaced by the chancellor's Red Guards, who were henceforth known as the Royal Guard.

Emperor Palpatine sealed himself away from the populace throughout his reign. On the rare occasions of his public appearances, he was always accompanied by members of the Royal Guard. In the decades that followed Palpatine's death and the subsequent fall of the Empire, a new order of protectors was crafted by Supreme Leader Snoke of the First Order. Modeled on the Emperor's Royal Guard, the Elite Praetorian Guard consisted of eight warriors who wore ornate crimson armor, wielded an array of melee weapons, and specialized in martial arts.

Description

The Emperor's Royal Guards were reputedly the most skilled warriors in the forces of the Galactic Empire; out of millions of soldiers, Emperor Palpatine's guards were unsurpassed in skill and status. During the era of the Empire, the Royal Guard consisted of conscripts and at least one clone trooper. The qualifications for joining the Guard's ranks included strength, intelligence, and loyalty. Candidates for the Guard had to meet the basic height requirement of 1.83 meters.

In addition to receiving advanced training in many forms of combat, Royal Guards were trained to be unquestionably loyal to Emperor Palpatine. The Emperor's word was considered law and his guards would obey his orders without question or hesitation, even if it meant killing one of their own. The Guards were also among the few beings in the galaxy whom the Emperor trusted with the knowledge of his secret identity as a Sith Lord, knowing they would speak of it to no one, not even among themselves. Due to their little movement, they were sometimes believed to have been droids instead of individuals.

Despite the combat skills of the Royal Guard, the Emperor was confident in his Force powers to the extent that he did not believe he required a bodyguard unit. However, he found over the course of his reign that the crimson-clad guards served well to impress and intimidate those who saw them. Additionally, they served the purpose of defending the Emperor in situations where he did not wish to use his Force powers. As such, he never felt inclined to dispense with them as a unit.

History

Republic era

During the decline of the Galactic Republic, Supreme Chancellor Sheev Palpatine created the Red Guard—a cohort of personal elite bodyguards that stood apart from the rest of his forces, including the cerulean-clad members of the Senate Guard, from which they were handpicked. Over time, Palpatine came to favor his crimson-clad red guards over the blue guards of the Galactic Senate and even the elite Senate Commandos. Armed with force pikes, the red guards' flowing red robes and sleek, featureless scarlet masks blended in with the crimson-walled office of the chancellor.

The red-robed guards for the Supreme Chancellor were in place by 28 BBY. Although the red guards were formed prior to the Clone Wars, Palpatine retained the service of the Senate Guard and commandos during the early period of the pan-galactic conflict. After Captain Faro Argyus of the Senate Commandos revealed himself to be a traitor, the Senate Guard's loyalty was put into question, and Palpatine took the opportunity to expand the Red Guard in the ensuing scandal. When Red Guards were out of uniform, they conducted official visits and covert operations in locations where the Supreme Chancellor was scheduled to visit. The Red Guard also scouted traveling locations, back up routes, handled logistics, and created evacuation plans. On Coruscant, such events may have required thousands of hours of work. The Guard also investigated credible threats against Palpatine, whether they be simply graffiti to HoloNet broadcasts.

By 19 BBY, approximately three years after the First Battle of Geonosis, the Red Guard and Coruscant Guard clone shock troopers had all but supplanted the Senate Guard as the chancellor's protectors.

Imperial era

By the war's end in 19 BBY, Chancellor Palpatine declared himself Emperor of the galaxy and thereby transformed the Republic into the Galactic Empire. Under the new government, the Emperor continued to favor the Imperial Royal Guard, formerly the chancellor's Red Guard, as his personal security force which, in turn, led to the dissolution of the Senate Guard. During the first days of Palpatine's reign, the bodyguards were responsible for the Emperor's security on the galactic capital world of Coruscant. Off-world, however, the Emperor was accompanied by a detachment of shock troopers of the Coruscant Guard. As the years passed, Palpatine sealed himself away from the populace, having discarded his facade as a friendly, kind-hearted politician in order to fully embrace his true identity as Darth Sidious, Dark Lord of the Sith. On rare occasions he would make a public appearance, but always in the company of the Royal Guard.

During the early years of the Empire, a division of the Royal Guard was stationed in the Inquisitorius Headquarters—a skyscraper located in the Industrial District of Coruscant—which served as a training facility for the Emperor's Jedi hunters, known as the Inquisitorius. In 14 BBY, several Royal Guards accompanied Sidious and his apprentice, Darth Vader, to Ryloth where the Lords of the Sith sought to lure the Free Ryloth movement out of hiding. Most of the guardsmen were killed when Vader's shuttle crash-landed in the planet's equatorial forest. Two guards, Sergeant Erstin Deez and a captain who once served in the Grand Army of the Republic as a clone trooper, survived the crash along with Vader and his Sith Master. The captain was later killed by lyleks, but Deez was able to survive long enough for Moff Delian Mors' Imperial troops to rescue the Sith.

A trio of Royal Guards were stationed aboard the Chimaera, flagship of the Seventh Fleet led by Grand Admiral Thrawn, during the liberation of Lothal. The Emperor commanded the men to execute Padawan Ezra Bridger, having failed to use the young Jedi in his plan to control the world between worlds. Using modified pikes with magnetic clamps to subdue their Force-sensitive target, the guards held Bridger still while a squad of stormtroopers attempted to shoot him. However, Bridger used the Force to hurl several boulders and rocks from a stolen piece of the Lothal Jedi Temple at his attackers, crushing them.

Although the Emperor's safety was the primary responsibility of the Royal Guard, Sidious did not make exclusive use of them. In 0 BBY, two Royal Guards were stationed in Fortress Vader on Mustafar. They acted as sentinels protecting the Sith Lord while he rested in his bacta tank. During the Galactic Civil War, Guards were often used in battle as assassins, armed with force pikes, vibroblades, and many other concealed weapons. Following the Battle of Yavin, two Royal Guards were stationed aboard the Emperor's luxury yacht Imperialis while it was undergoing a refit at Sienar Fleet Systems' Orbital Shipyard CC-24 above the planet Castell. They guarded the vessel's central chamber which stored several Sith artifacts including the mask of Lord Momin. After Lando Calrissian and his companions stole the Imperialis, one of the guards stabbed Lobot with a vibroblade. The guards were then killed by the alien clone warriors Aleksin and Pavol. Korin Pers discovered that the guards had been corrupted by the dark side of the Force.

In 4 ABY, several Royal Guards accompanied the Emperor to the second Death Star orbiting the forest moon of Endor. Prior to the arrival of the Rebel Alliance Fleet, the Emperor dismissed the Guards from his throne room, leaving Sidious alone with Vader and the latter's son, the Jedi-aspirant Luke Skywalker. As a result, the guards were not present to protect the Emperor when Vader turned against his Master in a last-ditch effort to save his son's life. With the Emperor's death and the victory of the Alliance, the Battle of Endor was a turning point that marked the beginning of the end for the Empire.

Royal Guards were stationed at the Palpatine Archive in the Coruscant system, and attempted to stop the thieving Calrissian and Jaxxon, who were after the Totem of Saglanost shortly after the Empire's debacle at Endor.

New Republic era

The Royal Guard continued to serve the Empire despite the loss of their Emperor, serving as bodyguards for several high-ranking Imperial officers such as General Jylia Shale and Grand Admiral Rae Sloane. Two Royal Guardsmen acted as Shale's security detail at the emergency summit on Akiva; another two Guards escorted Sloane to the New Republic capital of Chandrila in 5 ABY, where the Grand Admiral sought to negotiate an end to hostilities between the Empire and Republic. To Sloane's surprise, the Empire's overtures of peace were a ruse for launching a surprise attack on Chandrila, orchestrated by Fleet Admiral Gallius Rax. During the attack, Sloane's Royal Guards attacked and killed several New Republic Senate Guards who escorted the Imperial entourage to the peace summit.

Shortly after the attack on Chandrila, a faction of Imperial soldiers rallied to the barren world of Jakku under Rax's leadership as Counselor to the Empire. One of the soldiers in Rax's army was a Royal Guard, who ultimately perished during the Battle of Jakku. The guard who fell at Jakku was survived by his sister, Arliz Hadrassian, an agent of the Imperial Security Bureau. Hadrassian went on to become the leader of the Amaxine warriors by 28 ABY, roughly two decades after the Empire capitulated to the Republic. By then, she had sold her late brother's Royal Guard helmet to Senator Ransolm Casterfo, a Centrist politician with pro-Imperial views.

Legacy

The legacy of the Emperor's Royal Guard inspired the formation of the Elite Praetorian Guard. Like the royal protectors who guarded Sidious during his reign over the Empire, the Praetorians functioned as the elite personal bodyguards of Supreme Leader Snoke, ruler of the First Order. Consisting of eight sentinels trained to protect the Supreme Leader from any threat, the Praetorians were equipped with various melee weapons and ornate crimson armor deliberately echoing the equipment used by the Royal Guard. In 34 ABY, the Praetorians attacked Rey and Kylo Ren after the latter assassinated Snoke, resulting in a battle in which all eight guards were killed by the Master of the Knights of Ren and his one-time Jedi ally, allowing the former to take the Supreme Leader title.

By 35 ABY, when Palpatine resurfaced on the ancient Sith world of Exegol, the Sovereign Protector Sith troopers had taken over the role as the Emperor's Guard. When Rey and Ben Solo confronted the Sith Lord during the Battle of Exegol, the Sovereign Protectors attempted to protect their master, but were killed by the two Jedi.

Equipment

Royal Guards were completely covered in flowing blood-red robes and featureless scarlet masks that concealed their faces. There existed a variant of the uniform that lacked the robes and ceremonial helmet in favor of light armor, utilized by guards aboard the Imperial Star Destroyer Chimaera. They wielded electrostaffs and force pikes, a staff-like weapon with a vibro-edged head. Additionally, their robes hid a heavy blaster pistol, a vibroblade, and various other weaponry. When on the battlefield, Royal Guards would abandon their traditional weapons in favor of an arsenal better suited for combat, including the T-21 light repeating blaster, Smart Rocket, and the homing shot.

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The Imperial Royal Guard makes two attacks.

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On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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ManufacturerVarious
TypeDefensive emplacement artillery

A hidden turret was a blaster turret emplacement used to defend an area and surprise unaware enemies.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 7 (1d10+2) energy damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see.

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When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

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Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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While wearing medium armor, the Mandalorian adds +1 to its AC (included).

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The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

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If The Mandalorian fails a saving throw, he can choose to succeed instead.

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The Mandalorian halves the damage that it takes from an attack that hits it.

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The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

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Rapid 3; one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

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Ranged Weapon Attack +13, Range 80/320 ft., One target. Hit : 17 (3d6+7) kinetic damage.

Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage.

The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

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Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

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Ranged Weapon Attack +12, Range 30/120 ft., One target. Hit : 14 (2d6+7) kinetic damage.

Each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

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The Mandalorian can move up to his speed without provoking opportunity attacks.

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The Mandalorian makes one carbine rifle attack.

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.

The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Average height4 meters at the shoulder
Average length15 meters
Average mass1.150 kilograms
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Founder(s)Darth Sidious
Leader(s)
  • Darth Sidious
  • Darth Vader
Location(s)
  • Coruscant
  • Death Star
Date foundedc. 29 BBY
Affiliation

Galactic Empire (Stormtrooper Corps, Emperor's Royal Guard)

The Emperor's Shadow Guard was an organization of elite, Force-sensitive soldiers recruited from the defeated remnants of the Sun Guard and Jedi Knights who fell to the dark side. They served the Galactic Empire during the Great Jedi Purge. They were trained by Darth Vader.

Characteristics

Few Imperials knew the true origins of the mysterious and powerful Shadow Guard, an elite special operations unit within the Emperor's Royal Guard. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and were often sent to eliminate suspected Jedi and other Force users. When necessary they would also be put under the supervision of Darth Vader. The job of the Emperor's Shadow Guard was mainly to guard the Emperor, also known as Darth Sidious.

These guardsmen demonstrated Force powers of their own which led many to suspect that they were in fact former Jedi that had been captured, tortured and brainwashed by Palpatine, but this was a rumor that was never proven. The Shadow Guards commanded a great level of respect within the Empire's ranks and often led quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members were always guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard, although they were easily defeated during their battles with Starkiller.

They were capable of using a range of Force abilities such as Force lightning, Force Repulse, Force Push, Force Choke and Force Maelstrom.

History

Near the end of the Clone Wars conflict, the Sith apprentice Count Dooku ordered his minion Asajj Ventress to execute most of the Sun Guard organization. Several of the more devoted Sun Guards were placed in Palpatine's Red Guard, later to join his Royal Guard. Those who were Force-sensitive were selected as candidates for the Emperor's Shadow Guard.

In about 17 BBY, two members of the Shadow Guard were sent to a Golan space defense platform in orbit of the planet Byss, to serve Inquisitor Valin Draco as part of a training mission. The station was attacked by the Alderaanian Resistance during the Battle of Byss and the Shadow Guards fought against a number of Resistance agents that had boarded the station.

The Shadow Guard were used during operations in 2 BBY, in attempts to silence Darth Vader's rogue Sith apprentice, Starkiller.

A lone Shadow Guard, along with several Imperial Navy commandos was sent to Nar Shaddaa when Starkiller tried to find Jedi Master Rahm Kota at a local bar called the Undertow, where he had caused a commotion in searching for information as to Kota's whereabouts. The Shadow Guard was killed when Starkiller used a Force Maelstrom to blow him out of the bar. Having extinguished this threat, Starkiller headed to Cloud City on Bespin.

Four other Shadow Guards were sent to Cloud City with a squad of stormtroopers to assassinate both Starkiller and Master Kota but were forced to fight Starkiller in several duels, one of which where their bolts of Force lightning collided in a battle of wills whereas. Despite all the efforts to move the ball of energy towards their opponent, Starkiller easily overpowered the guard. The last guard was then hit with both Starkiller's bolt and his own killing him instantaneously.

At least one was stationed on Kashyyyk and tried to prevent Starkiller from getting near the Imperial skyhook, but he was subdued and killed by the aspiring Sith pupil, who ran him through with his own lightsaber pike.

At least one was found on Raxus Prime in the Imperial Ore Facility, though this was actually PROXY using a program based on a Shadow Guard to try to kill Starkiller. Later, the young apprentice actually encountered a real Shadow Guard at the Ore Cannon Control. He met his end when Starkiller trapped him in a Force Grip and threw him into the ore cannon, incinerating him.

A final known Shadow Guard led the last line of defense of Palpatine's watchtower on the Death Star I, this one backed by a quartet of Royal Guards wielding lightsaber pikes. The guard was grappled by Starkiller, who broke his neck and killed him.

Equipment

Their appearance was identical to the Royal Guard, except that their armor and visor colors were inverted, with the full body armor and robe being black and the visor red. The armor provided them a great deal of protection making it both functional as well as ceremonial in purpose.

Their primary weapon was a lightsaber pike with a red beam extending from the tip of the weapon. In addition to this, their equipment included a heavy blaster pistol as well as a utility belt which included a medpac. Furthermore, they possessed a comlink which was long range, encrypted and miniaturized as well as including holo capability. Sometimes they carried cloaking devices.

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The Imperial Shadow Guard makes two attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeders

A speeder is any hovering high-speed ground vehicle\nthat uses anti-gravity repulsorlift technology and\noperates within a planet's atmosphere. Examples\ninclude landspeeders and airspeeders, which were not\nstrictly repulsorcraft as they did not hover above the\nground. Some speeders have afterburners that enable\nhigh-speed ight. Airspeeders are able to y at\naltitudes higher than landspeeders, some reaching\nheights of more than 250 kilometers. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Landspeeder

Low-power repulsorlifts allow most landspeeders to\nconstantly hover one to two meters above the ground,\nboth when stationary and while traveling. Turbine jet\nengines are responsible for propelling the vehicle\nforward. Some landspeeders also include mounted\nweapons either at the front of the craft or above and\nbehind the pilot and/or passengers.\n

\n\t\t\t\t\t

Hundreds of designers, manufacturers and models\nexist throughout the galaxy, though the SoroSuub\nCorporation dominated the landspeeder market\nbefore and during the reign of the Galactic Empire.\n

\n\t\t\t\t\t

Most landspeeder models are capable of carrying\none or more passengers, and top speeds vary between\n100 and 250 kilometers per hour. Most models are\nbetween 3 to 8 meters in length. Cockpit congurations\non many models feature retractable windshields and\ncanopies that allow the driver and passengers to be\neither fully enclosed, or open to the air.\n

\n\t\t\t\t\t

There are many types of landspeeders, from sporty\ncivilian models designed for speed and ashy looks to\neveryday utility craft that range from small speeder\ntrucks capable of hauling small cargo to massive\nfreighter-like transports that could carry tremendous\nloads. There are even a number of models built\nspecically for military use.

X-34 Landspeeder

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The X-34 is a civilian landspeeder of mundane design\nproduced by SoroSuub Corporation. Built with a\npowerful repulsorlift engine augmented with three air-\ncooled thrust turbines, the X-34 hovers up to a meter\no the ground during operation. The vehicles are\ncapable of crossing rough terrain, and are well-suited\nfor harsh desert climates. Available in open-air or\nsealed cockpit designs, the speeders lack any form of\ncombat capability in the form of weapon mounts or\narmor. The X-34 is fast, if fairly nondescript in\nappearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the\nRebel Alliance were retrotted with\nblaster cannons. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","token":{"flags":{},"name":"Landspeeder, X-34","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"QD8R1RN98px8N9cf","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGJlOTdhZjM5ZWE3","name":"Quick Escape","type":"feat","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ffects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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The Jedi has advantage on saving throws against poison and disease.

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The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"MGVmOGU4YzRhMjg5","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZDJlMmFlYjg0ZWQ0","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Jedi Infiltrator is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"MWI4MDI3ZTllNWVh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points).

The

Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw

1st level:battle precognition, force jump, force mask, force

propel, slow descent

2nd level: calm emotions, force camouflage, stun, stun droid

3rd level: telekinetic storm, knight speed, sever force

4th level: disable droid, improved force camouflage

5th Level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"YzVlMWViYzhlM2Y4","name":"Retreating Leap","type":"feat","data":{"description":{"value":"

When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"ZDQyYWQzNDRlZjI2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi makes three lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWMwNmJkMWVmMzU3","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"JzQQkPMUsZm805hg","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"aK9ex2HLCS3IP5KZ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"g3DfSxd1laBkxZGI","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"a8CUndvdjm0hoBrH","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8emZCwToRFCY5Gre","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"bonMPJuaXihl3KRl","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"zvRyTCHYePaBRhVc","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eDemqynlnK3E7qzM","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"x3wL0WCPT0ZPKLFk","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Q17QJR0tJID94vUp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fe3Tb2bVcgCUugIJ","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WFScPQuWc01P7s1G","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PWzdsx4vlsE4YHSf","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NbSfyi7y2FIzA3yq","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"9QrP1SxxoBkkLbyj","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BJvGh59E8Uy18XEC","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"XP9gjiqgtRS3rxRf","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gx29WyQbDUn0n8QQ","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"NBmbpkB79eidnVJv","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TMwwOvKChbC4TqcC","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"QSWPrrjjJWoDbrsh","name":"Mirialan Fallen Jedi","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":10,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"19 with battle precognition"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":46,"min":0,"max":46,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (Mirialan)","environment":"","cr":10,"powerForceLevel":12,"powerTechLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":24,"prof":8,"total":14},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","token":{"flags":{},"name":"Mirialan Fallen Jedi","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"QSWPrrjjJWoDbrsh","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzEzZjI0ZjE4NDkz","name":"Surprise Attack (1/rest)","type":"feat","data":{"description":{"value":"

If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MzBhZWM4NzAzZWVj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NmRkN2ZlMzQ3OTAz","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"NDFlN2FlZDlhZWYy","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Fallen Jedi is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MmY3NjI0ZmU2MGE1","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MWNjZWNkOGUwZDU5","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points).

The Fallen

Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect

mind, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness

3rd level: dark aura, knight speed, sever force, force repulse,

choke

4th level: improved force camoflauge

5th level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MTk4MjAyNWZhY2Y5","name":"Parry","type":"feat","data":{"description":{"value":"

The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"ZWU1ZGJiNWNiMzA5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NGNlYjA4YTdiZmYw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"NGUyOGQ0YWJlMzlk","name":"Offhand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"yi00gu839xLoNvHk","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xnQHycInMpoRLCJZ","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HIJU9Z9epmfMVhPb","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"J36Dtfo1SBg6VpFh","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"O5QwRUAq7GbM3LMY","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3y5xjtSTbl66tTgJ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"4Lq8ZOnvRQR0ggpk","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"rMWcrmVfMIZCuxQZ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"1zcVTH3V6ASWy3qn","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cBzjFD0Gj9SmeGzW","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"2xDXnDLUkcuByJzr","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"oWvsvvUOLUyOLnEt","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wwXMOyc5ctr4p7h1","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aZqzhC5Zjilh4au0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pvnFiz52cN4NboUh","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"qD0TPUcA8yXzYywb","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Bf54281jwJlLbTnO","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t0HWNVuE1ULEYAW9","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"zf85avQRWfzp1og4","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"RQfNUvrNKA5sERSt","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4C0OJxmZiGrsJ5vD","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6vDQGMuk3QwsHGee","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]}],"effects":[]} -{"_id":"QUxnfEFUPkMUASs5","name":"Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"light battle armor"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"They'll do their job well. I'll guarantee that.\"

- Jango Fett

Organization type
Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Republic Military)

Clone troopers, also known as Republic troopers, Republic troops, Republic soldiers, and nicknamed the \"Boys in White,\" were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. During the last years of the Galactic Republic, clones formed the backbone of the Republic Military that waged war against the droid armies of the Confederacy of Independent Systems. The Clone Wars was named after the Republic's clone army, which became symbolic of the conflict that had spread throughout the galaxy after a millennium of peace.

Clone troopers were grown on the planet Kamino at the request of Jedi Master Sifo-Dyas, having secretly commissioned the Kaminoans to build an army for the Republic. After his death, the project was taken over by the Sith. Clones were modeled on a human template, the bounty hunter Jango Fett, although their genetic structure was modified to make them less independent and more docile than their progenitor. They were also designed to age at twice the rate of natural humans, accelerating their growth and making them ready for combat in a decade's time. As the Separatist Crisis gave way to open war, the Galactic Senate empowered Supreme Chancellor Sheev Palpatine to call the clone troopers into action, leading to their debut on the battefield of Geonosis. For three years, clones fought the Separatist droids on all fronts across the galaxy. They were loyal to their Jedi Generals and the Supreme Chancellor; though some clones questioned their service, leading to isolated cases of desertion and treason, most were proud to serve the Republic as it was the only life they had ever known.

Galactic history was forever changed by a hidden control chip implanted in every clone. Chancellor Palpatine, discovered by the Jedi to be the Sith Lord Darth Sidious, issued Order 66—calling for the annihilation of the Jedi Order. With the Jedi labeled as enemies of the state, the clones turned against their generals, slaughtering them across worlds and inside the Jedi Temple on Coruscant under the stewardship of the Sith Lord Darth Vader. Sidious subsequently assumed absolute power as the self-proclaimed Emperor of the Galactic Empire. Clones initially served as Imperial stormtroopers in the New Order, but were soon replaced by human conscripts. Their armor, weapons, and training inspired generations of white-armored warriors, especially the First Order stormtroopers who were also trained from early childhood to become super-soldiers.

History

Origin

\"They are totally obedient, taking any order without question. We modified their genetic structure to make them less independent than the original host.\"

\"And who was the original host?\"

\"A bounty hunter called Jango Fett.\"

- Lama Su and Obi-Wan Kenobi

Years before the Invasion of Naboo, Jedi Master Sifo-Dyas came to believe that the galaxy would soon become engulfed by war. He therefore advocated for the creation of an army to ensure the defense of the Galactic Republic, but his views were ultimately rejected by his peers and he was cast out of the Jedi High Council. Undeterred by the lack of support from the other Jedi, Sifo-Dyas secretly contacted the Kaminoans—a species of experts in cloning, native to the planet Kamino—and commissioned them to create an army of clone soldiers for the Republic without authorization from either High Council or the Galactic Senate.

Shortly afterward, Sifo-Dyas was killed by the Pyke Syndicate at the behest of the Sith, resulting in the Sith's takeover of the clone trooper project. Darth Tyranus, the apprentice of the Sith Lord Darth Sidious, recruited the bounty hunter Jango Fett to become the genetic template of the clone army. Various modifications were made to the Fett genome so that the clones would grow faster and be more susceptible to following orders. Hyper-aggressive and volatile tendencies were tailored; the Kaminoans resorted to growth acceleration in order to create mature clones in half the time a human took to reach maturity. Fett's genetic structure was further modified to make the clones less independent and more docile than their template. However, the clones were also designed to be capable of creative thinking, making them far superior to battle droids according to Prime Minister Lama Su. In addition to Fett's financial compensation, the bounty hunter requested an unaltered clone for himself. As a result, the clone known as Boba Fett was created without the genetic modifications that caused the other clones to grow faster and obey orders without question. Jango became a near-mythologized figure, and clones came to view him as their father figure. However, the bounty hunter himself had no pride in the army, stating they were the cloners' creation and viewing them as livestock made to be cannon fodder.

Although the Kaminoans believed that the army was meant to serve the Republic, the Sith intended to use the clone troopers as their secret weapon against the Jedi Order. The clone army's true purpose was to exterminate the Jedi, and to that end an organic inhibitor chip was implanted into the brain of every clone trooper at the third stage of their development, of which at least one failed in clone trooper Tup, causing him to kill a Jedi beforehand. Officially, the chips were supposed to make the clones less aggressive and independent than Jango Fett. The significance of the inhibitor chip was supported by the assertion that a clone would become mentally unstable and dangerous to everyone around him if his chip was damaged or surgically removed. The chips were, in fact, created to compel the clone troopers to execute Order 66—a secret protocol that authorized the destruction of the Jedi Order.

Each clone trooper had an identifying code inserted in his left wrist. During the Clone Wars, the codes were linked to the file of every individual trooper in the Republic's military database. The files, which could be accessed by an astromech droid via the scanning of a clone's identifying code, contained the clones' designation, rank and overall service record, as well as any specialized training and the units that he was affiliated with. Most clones also shared their template's dark-brown eyes, black hair, and olive skin. While there were some genetic variations, most of these clones would ultimately remain confined to Kamino, being embarrassments or case studies.

Within a decade after Sifo-Dyas commissioned the creation of the clone army, the first two-hundred thousand units were ready with a million more underway. Around the same time, the Jedi Knight Obi-Wan Kenobi discovered the clone project on Kamino and duly informed the Jedi Council. By then, the galaxy was on the verge of a civil war between the Republic and a secessionist movement that ultimately formed the Confederacy of Independent Systems. Since the Jedi lacked sufficient manpower to guard the entire Republic, the Senate resolved to grant emergency powers to the executive branch. As a result, the clone troopers were formally organized into the Grand Army of the Republic by Supreme Chancellor Sheev Palpatine—the elected leader of the Senate and public persona of Darth Sidious, Dark Lord of the Sith.

Clone Wars

Soldiers of the Republic

\"I have to admit that without the clones, it would have not been a victory.\"

\"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun the Clone War has.\"

- Obi-Wan Kenobi and Yoda

Clone troopers were deployed into battle for the first time on the planet Geonosis, where twelve Acclamator-class assault ships supplied by Kamino were loaded with two battle armies, or 192,000 troops. Under the leadership of the Jedi, the Grand Army of the Republic forced the Separatist Droid Army into full retreat and consequently won the first battle of the Clone Wars. In the wake of the Republic victory on Geonosis, Count Dooku—the alter ego of Darth Tyranus—rallied a growing number of dissenting worlds to the Separatist cause, further dividing the Republic and forcing the clone troopers to fight the war on all fronts across the galaxy.

Throughout the conflict, clone troopers continuously demonstrated extreme loyalty to the Galactic Republic, especially their Jedi Generals and the Supreme Chancellor. Yet while the clones were conditioned to be absolutely obedient, every clone developed his own unique identity. Though encouraged to identify with their cohort, the clones received no time to form friendships beyond a soldier's bond. Insufficient or rushed field care led some clone veterans to have deep, physical scars. These soldiers wore their scars with pride, and some refused rehabilitative treatment to remove them.

The distinction between each clone ranged from loyal units, such as Clone Commander CC-2224 \"Cody\" and Clone Captain CT-7567 \"Rex,\" to a minority of clones who proved to be disloyal or uncommitted to the Republic's cause, such as Clone Sergeant \"Slick.\" Regarding service as slavery, Slick betrayed the Republic by accepting bribes from the Separatists and was therefore arrested as a traitor by the Grand Army. Another clone trooper displayed aberrant behavior by deserting the Grand Army and becoming a farmer under the name \"Cut Lawquane.\" For the most part, however, the clones found pride in their purpose as soldiers, and many continued to sacrifice their lives for the Republic. The clones fought alongside the Jedi and each other, and clone troopers viewed each other as brothers. While admirable, this quality could keep them from seeing the bigger picture and make them willfully ignorant of the Republic's politics. In particular, clones tended to view their fellow soldiers as family, fallen comrades as ancestors, and new recruits as descendants. Troopers also tended to see their barracks or starships as places of work.

As the Clone Wars dragged on, the stress of combat and high casualties caused cracks and strains among the ranks of the clone soldiers. Personality quirks, once considered harmless or even essential to their mental development, began to express themselves in extreme and polarizing ways. Each unit created their own rituals, small ways to identify squad mates, those from the same company, and veterans of specific campaigns. A soldier that talked about \"cracking that crystal\" identified themselves as a veteran of Christophsis and the assault on Crystal City, while an officer calling targets \"bugs\" revealed he fought in the hives on Geonosis. While many clones respected a soldier with a different background, some felt separated by time, space, and the unique aspects of their struggle.

Though the vast majority of clones remained loyal to the Republic over the course of the three-year conflict, as time progressed a small number began to question their strict obedience. Naive new clones fresh from the clone tanks found themselves fighting alongside veterans with years of combat experience, the deaths of comrades, objectives gained and failed, and the often-ineffectual civilian Republic leadership. Consequently, some veterans developed a skepticism of Republic bureaucracy that shocked even the most cynical of rookie clones. Unlike most \"natural\" species where youth question their elders, it was the older clones of the Grand Army of the Republic who found themselves questioning their values and traditions. These clones still found comfort in the company of their brothers, but life no longer seemed as cut and dry to them.

Public image

\"Valiant men, the clones have proven to be. Saved my life and yours they have many times. Believe in them we must.\"

- Yoda

Throughout the Clone Wars, clone troopers featured prominently in propaganda sponsored by both the Republic and Separatist media. Through the Commission for the Protection of the Republic, a populist organization commonly known as COMPOR, clones were portrayed as the public face of the Republic's war effort, resulting in the publication of patriotic artwork such as Unite and Support the Boys in White. The posters expressed patriotism and civic duty to the citizens of the Republic. Part of a large outreach campaign, clone troopers became the symbol of the war effort, largely replacing the Jedi of previous years. Projecting strength and unity, they reminded citizens that their sacrifices were funding peace through military might.

Such messages were intended to ingrain the image of the clone trooper as brave soldiers risking all for freedom, democracy and the Republic. Although COMPOR also wanted to use the Jedi Order as a tool for propaganda, Chancellor Palpatine advised against this course of action, citing sympathy for the Jedi's reluctant acceptance of their new role during wartime. As a result, very few examples of pro-Jedi messages exist as COMPOR devoted their full attention to promoting support for the clone troopers as well as loyalty to the Republic and, in particular, Chancellor Palpatine.

By contrast, the Confederacy of Independent Systems decried the clone army as a biological abomination—an inhumane practice in which weaponized embryos were carried to artificial term and turned into disposable killing machines. The Separatist cause was, therefore, portrayed as the more \"humane\" approach due to the Confederacy's use of battle droids. As the war carried on, more Republic citizens became disillusioned with the seemingly endless conflict, allowing Separatist and anti-war propaganda to take root in the Republic's territory. Widespread discontent began to erode the clones' public image despite COMPOR's efforts; even their civilian-coined nickname \"Boys in White\" backfired as anti-war activists pointed to the fact that the clones were barely thirteen years old by the third year of the Clone Wars.

Order 66

Sith conspiracy

\"I like a good mystery.\"

\"Yeah? You ever hear the one about the people engineered to kill, engineered to kill their best friends, their leaders, and they don't even know it?\"

- Jay Igno and CT-5555[src]

Near the end of the war, Order 66 was nearly discovered by the Jedi. CT-5385 \"Tup\" was a clone trooper in the 501st Legion who became mentally unstable when his inhibitor chip malfunctioned during the Battle of Ringo Vinda, causing him to kill Jedi General Tiplar. This premature execution of Order 66 resulted in an investigation by the Republic, the Jedi, and the Kaminoans. The Sith also took an interest in the matter; Count Dooku—whom Lama Su and Nala Se knew only as \"Tyranus,\" their secret benefactor—instructed the Kaminoans to prevent the Jedi from discovering the true purpose of the inhibitor chips. Tyranus was also disturbed by the degree of individuality that the clones displayed in spite of their psychological conditioning; Nala Se believed that the Jedi were responsible for encouraging greater creative thinking in the clones. Nevertheless, she was certain that, with the exception of Tup's damaged chip, the rest of the chips would function according to their design.

During the investigation, ARC trooper CT-5555 \"Fives\" became increasingly convinced that the inhibitor chip was part of a conspiracy against the Republic and the Jedi. Against Nala Se's advice, he was allowed to plead his case to Chancellor Palpatine. However, their meeting led the ARC trooper to believe that the Chancellor was involved in the conspiracy, although he was unaware of to what extent. Jedi Master Shaak Ti witnessed Fives's attempt to assassinate the Chancellor and prevented him from succeeding. Soon after his escape from the Grand Republic Medical Facility, Fives, who was trying to warn Jedi General Anakin Skywalker and Captain Rex, was cornered by the clone shock troopers of the Coruscant Guard and executed by Commander CC-1010 \"Fox\", commander of the Coruscant Guard. The investigation falsely concluded that Tup's chip was infected by a rare parasite native to Ringo Vinda and Fives succumbed to madness after removing his own chip on Kamino.

Shortly before dying, Tup and Fives—both of whom had their chips removed—described Order 66 as a mission that they repeatedly experienced in their nightmares. With their deaths and the removal of any evidence that could alert the Jedi to the existence of Order 66, the Chancellor convinced the Jedi Council that the clone troopers did require their inhibitor chips. Still, Rex, who had held Fives as he died, submitted a grievance report, where he stated the inhibitor chips could have an alternate purpose. While he was not sure if he believed it and knew the report would be ignored, Rex believed he owed it to Fives to record what he had learned.

The death of Fives did not completely ensure the secrecy of Order 66, however. The Jedi Council began inquiring into the specific circumstances regarding the mysterious death of Sifo-Dyas, the founder of the clone army. Alarmed by the Jedi's interest in the matter, Darth Sidious tasked his apprentice with the responsibility of eliminating any remaining loose ends that could connect the Sith with the creation of the clones. Darth Tyranus journeyed to the planet Oba Diah and killed Minister Lom Pyke of the Pyke Syndicate, but not before the Pyke revealed to the Jedi that Tyranus and Dooku were one and the same.

The Jedi Council was disturbed by the revelation of the Sith Order's involvement in the creation of the clones. Yet in spite of their suspicions regarding the reasons the Sith would provide the Jedi with an army, the Council ultimately chose to conceal their findings from the public and the government, fearing that such a discovery would undermine public confidence in the war. Moreover, Grand Master Yoda defended the clones' integrity to his peers, believing that the Jedi could trust in their loyalty as they had saved their lives many times and had proven worthy allies.

Fall of the Jedi

\"How widespread is this?\"

\"Ahsoka, it's all of us. The entire Grand Army of the Republic has been ordered to hunt down and destroy the Jedi Knights.\"

- Ahsoka Tano and Clone Commander Rex discuss Order 66

After three years of constant warfare, the Separatist forces attacked Coruscant, the Republic capital world, and managed to abduct Chancellor Palpatine in the process. The clone troopers rallied to Coruscant's defense while the Jedi Knights Obi-Wan Kenobi and Anakin Skywalker rescued the Chancellor. During the battle, Darth Tyranus was slain by Skywalker—an act which brought the Clone Wars closer to a successful conclusion for the Republic. The Jedi Council moved to capitalize on the momentum gained by Tyranus' death in the hope of ending the war.

The Grand Army continued to fight the war on various worlds across the galaxy, including Mygeeto, Felucia, Cato Neimoidia, and Saleucami. New fronts were opened as clone troopers were deployed to Kashyyyk and Utapau; and other planets as part of the Outer Rim Sieges. CC-1004 \"Gree\" and the 41st Elite Corps fought side-by-side with the Wookiees in the Battle of Kashyyyk, under the command of Yoda, while Kenobi and Cody oversaw the Battle of Utapau between the 212th Attack Battalion and General Grievous's droid army.

As the Republic drew closer to achieving total victory in the Clone Wars, Chancellor Palpatine revealed his true identity as Darth Sidious to the Jedi, provoking an immediate response from the Jedi Council. The consequent confrontation between the Council and the Dark Lord ended in the deaths of several Jedi Masters, including Mace Windu, and Anakin Skywalker's fall to the dark side of the Force. Now anointed as the Sith Lord Darth Vader, Sidious's new apprentice participated in the 501st Legion's assault on the Jedi Temple. Under the influence of Order 66, the 501st clone troopers stormed the Temple and exterminated the Jedi within. None of the Jedi were spared, including the younglings.

Around the same time, Darth Sidious issued Order 66 to the clone troopers throughout the galaxy—declaring every Jedi an enemy of the Republic. Order 66 triggered the hidden chips within the clones, compelling them to comply without question or hesitation with the plan to annihilate the Jedi. The clones turned on their unsuspecting allies and slaughtered them across numerous worlds. With the exception of a few survivors, the Jedi were all but extinct in the aftermath of the initial execution of Order 66. In addition, this protocol did not end with members of the Jedi Order, as clone troopers who failed to comply with the order were to be killed as well. Aboard a Venator-class Star Destroyer, Skywalker's former Padawan, Ahsoka Tano, and the rogue Sith Lord Maul were also targeted by the clones of the 332nd Company, who had been serving with Tano in the Siege of Mandalore. Rex, who had been promoted to be the company's Clone Commander, managed to resist his chip's control for long enough to tell Tano to find Fives. While he then fell victim to its control, Tano escaped the troopers and released Maul from captivity, intending to have him be a distraction. Tano then looked into Fives, finding Rex's grievance report on the chips. With the help of astromech droids R7-A7, CH-33P, and RG-G1, Tano had Rex knocked unconscious and brought to the medical bay, where they removed his chip, freeing him from Order 66.

After Rex informed Tano that the entire Grand Army had turned against the Jedi and their escape from the medical bay, Tano led Rex and the astromechs to the hangar to steal a shuttle. Elsewhere, Maul continued to move through the warship, ultimately entering and destroying the hyperdrive room. This pulled the Star Destroyer out of hyperspace and into the gravitational field of a moon, but the 332nd remained determined to kill Tano, even if it would result in their own deaths. Even though the clone troopers blocked their path to a Nu-class transport shuttle, Tano did not want to harm the soldiers, but Rex, who shed a tear, informed her of the troops' determination to follow Order 66. Tano was still unwilling to take their lives and devised a plan to stall the troops; while R7 prepared to drop parts of the floor, Rex distracted Clone Lieutenant/ARC trooper CT-5597 \"Jesse\" and the other clones by bringing Tano before them and explaining a complication with their order. This was that Order 66 commanded the death of the Jedi, but Tano was no longer part of their organization. Jesse rebutted, noting that Rex had told them they were under special order to kill Tano and any disobeying clone. Rex made a final plea to Jesse, but the Clone Lieutenant believed Tano was a traitor and found his superior to be in violation of protocol 66. Stating Rex would be demoted and killed with Tano, Jesse prepared the company to execute their former allies, but R7 then dropped the floor, separating a large portion of the clones and letting Tano and Rex deal with the reminder. However, Maul then entered the hangar and stole their shuttle, forcing them to look for a ship on the hangar's lower level.

The clone troopers managed to blast the three astromechs, but Tano and Rex found a functional BTL-B Y-wing fighter-bomber before the Venator entered the atmosphere. Once both were inside the Y-wing starfighter, they landed the ship nearby the Venators crash site. The clones aboard the warship, including Jesse, had been killed by the crash, but Tano and Rex buried their former comrades and used their helmets to mark each clone's grave. Tano then abandoned her lightsaber at the site. Eventually parting ways, Rex and Tano had both agreed to leave for the Outer Rim Territories.

Imperial service

Soldiers of the Empire

\"I heard they shut down the facilities on Kamino. They'll train up the last batch of clones and that's it.\"

\"But that's crazy. Who will protect the Empire?\"

\"Don't know, Kicker. But it won't be us. We get to pack up old Jedi way stations and crate everything back to Coruscant. I think our fighting days are done.\"

- \"Ding\" and \"Kicker\"

Without the Jedi Order, the galaxy fell under the power of the Sith once more. Sidious, having accumulated absolute political and military control over the Republic, was able to become the self-proclaimed Emperor of the First Galactic Empire. The Republic was no more; democracy and liberty were supplanted by the absolute rule of the Sith, leading to sweeping alterations that distinguished the New Order from the old system. During this time of change, all remaining clone troopers were re-designated as Imperial stormtroopers. As a result, the soldiers that once defended the Republic became the Empire's elite shock troops, enforcing the Emperor's will and destroying his enemies during the early days of the new Imperial Era.

Despite the clones' role in the formation and enforcement of the early Empire, the clone trooper production line was halted, causing rumors to spread across the ranks with clones such as \"Ding\" and \"Kicker\" pondering the Empire's future and the fate of their kind. Knowing that the clone army had only one generation left in its future, older clones dreaded the notion of retirement and, therefore, sought ways to remain on active duty, such as joining the Emperor's Royal Guard.

The drop in casualties following the end of the war allowed the Empire to suspend clone production without a major disruption in manpower as new, non-clone recruits took up the mantle. Nevertheless, the Empire continued to make use of clones even as they were gradually phased out of service. Clone troopers were dispatched to secure Jedi sites, such as the Mid Rim Jedi way station Brighthome, a task which the clones found tedious as they preferred to serve on the battlefield. In addition, shock troopers continued to patrol the upper levels of Coruscant and even supported Darth Vader in his efforts to capture Jedi Master Jocasta Nu, the Chief Librarian of the Jedi Temple Archives.

As time passed, however, the remaining clones were deemed no longer fit for military service due to their accelerated aging process. No longer using fresh clones to replenish the army due to the shutdown of the cloning hatcheries on Kamino, the Empire introduced birth-born human recruits and conscripts into the stormtrooper ranks, thereby causing the Imperial Military to transition from a clone army to a volunteer force. In 14 BBY, Sergeant \"Crest\" was a clone trooper who still served the Empire, although Darth Vader stated that the clone's aging may have been too fast for him to remain on active duty. However, Vader ultimately promoted Crest to the rank of lieutenant.

By 4 BBY most clones had been decommissioned and were regarded as obsolete. A small number of clones remained in Imperial service, acting as training instructors for the next generation of stormtroopers. One such clone was TX-828 \"Torrent\"; as one of the last clones in the Stormtrooper Corps, he was a rare sight by the time of the Battle of Yavin. At that time he was nearing the age of forty due to his accelerated growth process, with strands of gray coloring his black hair. By then the rarity of Torrent kind was such that ISB Senior Commander Alecia Beck was surprised to encounter a stormtrooper from the original Kaminoan production line.

An Imperial clone stormtrooper known as Crag remained in military service well into the Empire's reign, despite his accelerated age. Having served as a soldier since the time of the Republic, the old clone had a strong sense of duty, which he believed was maintaining order in the galaxy. However, his personality earned the ire of a fellow trooper, Sardis Ramsin, who regarded Crag as a \"relic.\" Crag was serving as a sandtrooper of Foot Patrol 7 when his team deployed to Mos Eisley on Tatooine, shortly before the Battle of Yavin in 0 BBY. They had been sent to capture two droids belonging to the Rebellion, C-3PO and R2-D2, but fell under the influence of a Jedi mind trick performed by an old hermit. Unbeknownst to Crag and his team, the old man with the droids was the Jedi fugitive Obi-Wan Kenobi, who used the Force to dominate the weak-minded troopers in order to move the droids into the city unopposed.

Life after retirement

\"What's the point of all this? I mean, why?\"

\"I don't know, sir. I don't think anybody knows. But I do know that someday this war is gonna end.\"

\"Then what? We're soldiers. What happens to us then?\"

- CT-7567 and CT-5555

During the later years of the Clone Wars, many clones talked about retirement as a reward for their service, but few knew what it entailed. Indeed, the Republic planned to retire the clones, but neither the government nor the clones knew what that meant. If a soldier brought the subject up, their commander would often put an end to the idle chatter. A few forward-looking clones contemplated work in corporate security or consultation with local militaries owing to their lack of civilian job skills, and their accelerated aging process decreased the likelihood of them learning and mastering such job skills before they died. However, strong loyalties to the former Republic created a moral quandary when it came to security work, as retired clones would possibly be fighting some of their former brethren.

Before the Republic collapsed, politicians had vetted certain officers about staying in a formalized and permanent Republic military to maintain the peace. A few exceptional clones had even been approached to run for political office. Having proven their loyalty to the Republic, and with the civilian population loving military heroes, many clones would have made ideal candidates were it not for the clones' general disdain for politicking.

Psychological impact of Order 66

\"The kid was right. Billaba was our hero. Yours and mine.\"

\"That traitor? No. Never!\"

\"Yes. She was. And Order Sixty-Six… We followed it—I followed it—as if under some kind of spell… As if I had no will of my own. No memories of the battles we had fought together. Not for one second did it occur to me to even question the Emperor's command!\"

\"Because when soldiers question orders, people die!\"

\"People died anyway! Master Billaba died at my hands! My friend, let's take one second now… Before it's too late.\"

\"You're talking like a Jedi traitor, Grey. We did what we had to do. Anything else is literally… Unthinkable.\"

- CC-10/994 and \"Styles\"

Some clones felt bitter and horrified by their actions, having been traumatized by the aftereffects of Order 66. On one occasion, CC-10/994 \"Grey\" was dismayed by his own thoughtless execution of Order 66—an experience which he described as being in trance, and therefore, unable to control his actions. Captain \"Styles\" did not share his commander's concern over the moral issues of Order 66, however. In an effort to atone for his participation in the Jedi Purge, Grey sacrificed his life to save Caleb Dume, the apprentice of Jedi Master Depa Billaba whom the clone killed while under the influence of Order 66.

Sometime after the issuing of Order 66 and the removal of Rex's chip, CC-3636 \"Wolffe,\" and CC-5576-39 \"Gregor\" had their chips removed. In the years that followed the Clone Wars, Rex and the other two clone veterans lived in retirement on Seelos, where they made a home out of a modified All Terrain Tactical Enforcer. Despite the effects of their accelerated growth, the aging clones decided to oppose the Empire by joining the nascent rebellion, a movement dedicated to the restoration of the Republic that the clones once served. Regarding the clones' view of stormtroopers, Rex was generally dismissive of the humans who replaced his brethren.

Clones in the Rebellion

\"Tell me, what's it like to be a traitor?\"

\"I'm no traitor. You want an answer, ask the Emperor about it.\"

\"Don't you feel guilty for turning your back on the Empire and joining these rebels?\"

\"These \"rebels\" are saving people's lives, which is more than the Empire's been doing across the galaxy.\"

- Jeken and Rex

Although the extensive majority of clone troopers were loyal to the Empire, held in place by training and established organic programming, a few clones were able to discover how to disconnect or repel their programming. Of those few, even fewer decided to rebel against the Empire, mostly due to their increasingly old age or situations. The rebellious clones brought their combat training and experience to the various resistance groups that they joined and were also knowledgeable in Imperial strategy and military bureaucracy. Although clones active in the growing rebellion operated apart from each other, some instances saw several clones working together.

At least one Jedi survivor harbored a grudge against the clones. Kanan Jarrus was traumatized by the events of Order 66, including the sudden execution of his Master, Depa Billaba by their own clone troopers, who betrayed and murdered the Jedi Master without hesitation. This experience caused him to develop a strong sense of bitterness towards the clones. After Clone Captain Rex joined the rebellion, Jarrus still possessed his grudge for a time, but Jarrus came to respect and view him as a friend after the Captain nearly sacrificed himself for Jarrus. After the mission, Jarrus went as far as to salute the clone, which surprised Rex, but he quickly returned it. After the rebellion fully formed into the Alliance to Restore the Republic, Rex continued to serve, and was eventually promoted to the rank of commander in the organization. He served in the Battle of Endor, which would prove to be a major loss for the Empire because of the deaths of Emperor Palpatine and Darth Vader.

Legacy

Galactic Empire

\"If it's a fight you want, I hope you brought a better class of soldier than those…stormtroopers.\"

\"They serve the Empire well, and I have a great many of them.\"

\"You're gonna need all of 'em.\"

- Rex and Alexsandr Kallus

Although the clone trooper program was decommissioned under the Empire, their service in the Clone Wars inspired a generation of birth-born humans, both throughout the conflict and the years that followed. At the time there was no army to enlist in; save for the clones' Jedi Generals, the Grand Army of the Republic was exclusively based on a single template. The Republic faithful nevertheless wanted to do their part as citizens of the thousand-year democracy; as such, they were encouraged by COMPOR propaganda to purchase war bonds or report acts of sedition to the authorities.

The Commission for the Preservation of the New Order (COMPNOR) built upon the carefully engineered symbols and messages of its COMPOR predecessor to accelerate the vast military expansion as decreed by Emperor Palpatine. For all of COMPOR's efforts to mythologize the clone troopers, portraying them as gallant heroes of the Republic in a barrage of propaganda, clones remained an abstraction in the public's mind. Yet whereas the Grand Army's ranks were exclusively clone-based, the galactic populace was encouraged by COMPNOR to serve the state by doing more than purchasing bonds, reporting treason or rationing supplies. With the cloning operation on Kamino suspended, ordinary citizens volunteered for military service in the hopes of wearing the armor of the Imperial stormtrooper and becoming heroes like the clone soldiers they idolized.

By the later years of the Galactic Empire, clone troopers and the Grand Army of the Republic were virtually forgotten, becoming what some called a \"lost generation,\" despite their valiant service. By the war's end, clones had saved billions of lives across the galaxy, while their vehicles and equipment inspired new weapons such as the E-11 blaster rifle, based on the common clone weapon the DC-15, and AT-AT, based off the clone tank the All Terrain Tactical Enforcer.

New Republic Era

\"Of course I don't believe it! A clone that knows the location of forgotten Separatist treasures? Not only is that ridiculous, but the clones are extinct!\"

- A Devaronian, in Takodana Castle

The clones of Jango Fett were extinct by the time of the New Republic Era. However, at least one clone trooper was said to have sired a child before dying in the Clone Wars. Sconto, according to his mother, was the son of that clone. Unlike the clone, Sconto aged at a normal rate and was living as a merchant in Utapau's Pau City—the site of one of the final battles in the Clone Wars—about thirty years after the Battle of Yavin. Sconto was proud of his heritage and therefore harbored resentment towards the Jedi, whom he held responsible for his father's death.

CT-6116 \"Kix,\" a clone trooper of the 501st Legion, was discovered by the pirate Sidon Ithano over fifty years after the end of the Clone Wars. At the time Ithano located a downed Separatist vessel and decided to raid it, assuming he would find valuable kyber crystals once belonging to Count Dooku. Instead, he found Kix, who had been frozen in stasis since the late Clone Wars, because he had discovered Order 66. The clone medic was deeply saddened when he learned about the end of the Republic and the loss of his brothers, and ultimately joined Ithano's crew due to his expertise in Clone Wars-era technology and the knowledge he possessed regarding the locations of former military locations.

First Order

\"How capable are your soldiers, General?\"

\"I won't have you question my methods.\"

\"They're obviously skilled at committing high treason. Perhaps Leader Snoke should consider using a clone army.\"

- Kylo Ren and Armitage Hux

Among military circles, the clones were remembered for their effectiveness. Determined to reclaim the Imperial legacy, the First Order initiated a clandestine project that centered on conscripting human children into its forces. Trained in live-fire drills and programmed through First Order propaganda, they became the new generation of stormtroopers. As the latest iteration of one of the most distinctive symbols of military might in the galaxy, First Order stormtroopers wore stark white armor derived from that of their Imperial predecessors and the Republic clone troopers who came before them.

Though General Armitage Hux had complete confidence in his soldiers, convinced they were well trained and programmed, his rival Kylo Ren doubted their loyalty to the First Order and Supreme Leader Snoke. During the cold war with the New Republic, Ren accused Hux's stormtroopers of harboring the potential for treason after FN-2187 betrayed the First Order. The dark warrior suggested that a clone army would be more reliable, using the rogue trooper as an example of a flaw that was potentially systemic to the stormtrooper program. The general responded to Ren's criticism by assuring him that the stormtroopers were exceptionally reliable in their combat skills and allegiance to the First Order.

At the height of the First Order–Resistance war, the Sith Eternal cult readied an army of elite soldiers to support the First Order's ultimate push toward galactic conquest. Though they were named after a revived sect of the dark side, Sith troopers were the culmination of decades that the Empire spent attempting to strip individuality from its soldiers. Molding individual beings into fervently loyal extensions of the Emperor's will was a process that experienced much trial and error since the Clone Wars. Darth Sidious was dismayed to discover that clone troopers exhibited disconcerting amounts of free will despite their genetically engineered background and numerous alterations. While the Sith troopers were not clones, they underwent flash-imprinting and loyalty conditioning built upon and advanced beyond the Kaminoan procedures of earlier generations. As a result, they were far more loyal and machine-like than the First Order's trained-from-childhood stormtroopers.

Training

\"I want you troopers to remember—we're shoulder-to-shoulder on those front lines. Brothers! And sometimes we may quarrel, but no matter what, we are united. Rule one: we fight together.\"

- \"Colt\"

In order to rapidly produce a large army, the clones were subscribed to an accelerated training and aging program. All clones went through painful accelerated growth before reaching maturity, all while enduring nonstop training, simulations, and testing. Letter and number identifications were assigned to the clones to remove any sense of identity, as the cloners and trainers on Kamino viewed them as pieces of a machine, and not people. Endless mental and physical drills bled into the clones' \"recreation,\" where they participated in sports and games that resembled battle situations. Any bouts of anger or rebellion were dealt with by placing clones in retraining pods, essentially isolation tanks. Throughout their time on Kamino, their engineers muttered veiled threats of \"disposal\" if the clones failed their testing. As the war progressed, the Jedi clamped down on the more egregious attitudes, but the engineers of Kamino maintained their view of the clones as merely a product.

As trainees, clones held the rank of clone cadet and were organized into multiple squads for the purpose of learning cooperation and teamwork. Cadets had several kinds of instructors; younger clones were monitored by full-grown clone sergeants and bounty hunters were hired to supervise the older clones. By the time of the Clone Wars, Jedi Master Shaak Ti personally oversaw the training of new generations of clone troopers. ARC troopers were also assigned to inspect the progress of future troopers. Clones deemed exceptional in comparison to the average, rank-and-file trooper, were given specialized training in order to become elite soldiers, such as clone commandos or ARC troopers.

During the war, Shaak Ti observed how some cadets such as Domino Squad struggled to complete their training. Lama Su, who regarded the Domino clones as sub-standard units, believed they were the result of the Kaminoans' need to stretch their remaining supply of Jango Fett's DNA due to the template's untimely demise on Geonosis. The prime minister also opined that a new genotype would have to be selected in order to produce more clones fit for combat.

The clones lived and trained in Tipoca City, the capital city of Kamino, throughout their time as cadets. Naturally, clones came to regard Kamino as their homeworld, just as official records did. Training and studying under the soft white lights of the clone facilities, most never saw the rain, oceans, clouds, or sky until they left for combat. Still, from the moment of their birth, the clones received encouragement from their trainers and genetic engineers to leave Kamino, and become soldiers among the stars.

At least two clone squads were given a tour of the Venator-class Star Destroyer Endurance during the Clone Wars as part of the Clone Youth Brigade. The point of this on-site training exercise was to test the cadets' knowledge regarding the functions and layout of a Star Destroyer. It was also meant to help prepare the cadets for their future as fully trained clone troopers.

The clones who failed to complete their training were disqualified from becoming soldiers. Instead of military service, failed clones—such as 99—were given janitorial duties and menial work. The cadets who succeeded in their trials were promoted to active duty.[60] Despite technically holding the rank of clone trooper, new troopers were regarded as rookies and referred to as \"shinies\" by older, more battle-experienced clones.

Clones were taught Basic, the language of the Galactic Republic. Those who spent a lot of time stationed on a specific planet could adopt a patois of the local language. Clones tended to litter their speech with jargon and slang—such as \"clankers\" for droids—incomprehensible to a civilian or a Jedi unfamiliar with military culture.

As the war progressed, command allowed clones to pursue hobbies within limited parameters to supplement their off-duty training and improve mental health. This improved morale and recovery; however, it also gave clones insight into the \"other side\" and how the civilian population lived.

Equipment

\"Generation One armor always holds up.\"

- Rex

Phase I clone trooper armor was the first version in the clone trooper armor series. It was issued to clone troopers on Kamino prior to the Clone Wars, and was in service until it was rendered obsolete by Phase II around the time of the Battle of Mon Cala. Both versions of clone trooper armor could be modified with an array of attachments, such as jetpacks and macrobinoculars. To better monitor ground movements and coordinate attacks, all clone troopers held a tracking device within their helmets that allowed controllers on Acclamator-class transgalactic military assault ships to better monitor the combat zone.

At first, Phase I armor used color to distinguish clones trained for leadership roles, such as captains and commanders, from each other and the standard troopers in the Grand Army of the Republic. As the Clone Wars progressed, color gradually became used for the purpose of armor customization and unit identification. The trend was maintained during the service of Phase II armor, but was ultimately discarded by the time of the creation of stormtrooper armor after the Clone Wars. The identifying white armor of both Phases signified an honorable symbol of defense; however, the creation of the stormtrooper skewed this symbolism into one of a faceless icon of conformity.

Clone troopers were armed with the DC-15 blaster rifle and DC-15A blaster for long ranged combat,[2] as well as blaster pistols for standard-ranged combat. They also wielded several types of grenades, including Electro Magnetic Pulse grenades and thermal detonators.

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DesignationNon-sentient
Average height1,8 meters
Skin color
  • Brown
  • Yellow
Distinctions
  • Plumb body
  • Four legs
  • Short snout
Homeworld
Naboo
Habitat
Grasslands
Diet

Herbivore

Shaaks were plump quadrupedal herd animals native to the grasslands of Naboo. Shaaks were often raised for their meat, and had large, rotund bodies. They had relatively weak legs, however, and were barely able to keep themselves upright.

Characteristics

The herbivorous shaak was a wandering animal, and was found in multiple regions of the planet. However, they tended to seek out dry areas, and avoided Naboo's numerous swamps since they were commonly not fond of damp surroundings. Shaaks were, however, naturally buoyant due to their fatty bodies, though their four short legs were of little use in the water. Their inability to escape from water meant that shaaks sometimes found themselves carried over waterfalls, though their fatty bodies ensured such falls did no serious damage.

Female shaaks had multiple wombs, allowing for a remarkable reproduction rate. In fact, females were continually pregnant, and their compartmentalized uterine system allowed them to be impregnated by several different males at the same time.

Their intestines were also very sensitive to blockages caused by chemicals, to such an extent that they would eventually explode overtime if they were fed any food laced with these chemicals.

Another interesting fact about shaaks was that they were one of the few species that, if infected with the Blue Shadow Virus, would die instantly.

A similar species can be found on the planet Alzoc III, with longer fur to suit the frigid climate. To intimidate the local food commissioner, crime lord Tyber Zann killed several prize shaaks so that he would control most of Alzoc III's food market.

History

Though prized for their meat by Naboo and Gungans alike, shaaks were seldom used as pack animals due to the fact that their abnormally large rumps made harnessing difficult, and rarely used as mounts due to their inherent instability, though some herders, such as the Gungan Peppi Bow, rode them with ease. They were also prized for their fluff.

During the Separatist Crisis in 22 BBY, Anakin Skywalker, who during that time had been acting as a bodyguard for Padmé Amidala after two near-assassinations against her, attempted to ride one of the Shaaks, although he briefly fell off, causing Padme some concern until it was revealed that he deliberately fell off as a joke.

During the Clone Wars, Peppi Bow's herd fell victim to a leak of the waterborne Blue Shadow Virus from Nuvo Vindi's laboratory. She lost six of her shaaks to the plague and almost fell victim herself.

In 1 ABY territorial disputes between shaak wranglers led some wrangling families to hire gangsters that added banned chemicals to the feed of rival shaak herds. The intestinal blockages created by these chemicals eventually caused the shaaks to explode. The Royal Advisory Council had to hire independent agents to eliminate the gangsters.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The junior engineer knows the following

tech powers:

At-will: electro shock, encrypted message, rime shot

1st-level: energy shield, homing rockets, repair droid, smoke

cloud

2nd-level: acid dart, magnetic field

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/369_-_Combat_Engineer_2C_Junior/avatar.webp","effects":[]},{"_id":"NWUyODU5YmI2MmVj","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/369_-_Combat_Engineer_2C_Junior/avatar.webp","effects":[]},{"_id":"YWI2ODIxNWZhNmRl","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/369_-_Combat_Engineer_2C_Junior/avatar.webp","effects":[]},{"_id":"ZWJkMmE0ZDRkNzY1","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/369_-_Combat_Engineer_2C_Junior/avatar.webp","effects":[]},{"_id":"1GE455TC30CQTTHv","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"yJxOyeXdXFlshyBv","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

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As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

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You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"wP3jajwGjwwGI39G","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"DNT7qZJU1vC0IKTQ","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"HUgbpC1ylC32vBo6","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"1JopLdyU6jDUUkC0","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"EBlBW022Pr2lEggk","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]}],"effects":[]} -{"_id":"QmdJZn3vdaPG7UOK","name":"Beggar's Canyon Womp Rat","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"natural armor"},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8+2"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":11,"min":0,"max":11},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 13"}},"details":{"biography":{"value":"

\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" 

- Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","token":{"flags":{},"name":"Beggar's Canyon Womp Rat","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"QmdJZn3vdaPG7UOK","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2MyNmNmOWNiMmM4","name":"Keen Hearing and Smell","type":"feat","data":{"description":{"value":"

The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","effects":[]},{"_id":"YzE3YjI3MzI3Y2M2","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","effects":[]},{"_id":"N2FlMTVmMDkxNTg1","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","effects":[]}],"effects":[]} -{"_id":"R1fivYSanXa6gqG7","name":"Orbalisk","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":21,"min":0,"max":21,"temp":0,"tempmax":0,"formula":"6d4+6"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":5,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":21,"min":0,"max":21},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 7"}},"details":{"biography":{"value":"

\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk can sense the presence and location of any dark side aligned creature within 300 feet.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

The orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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The apprentice has advantage on saving throws against being charmed or frightened.

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The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points.

The

apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward

1st-level: curse, sap vitality

2nd-level: drain vitality, force camouflage

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The apprentice makes two melee weapon attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

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You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"tajOV7HYxuOccfFT","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"hR9Z3hWkpfytFuY4","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"LMhmBqJCI240FSlS","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"SbRckHofT2gZ6GKl","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"OCqSEc9ZBxOBVB6g","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"DFCqufZRn5q4Nk2k","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"RTetRByNzUH7P6EQ","name":"Vines","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":15,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"


Arboreal reptiles

Bothawui

Halkra, also known as \"strangle vines,\" was an arboreal predator from the planet Bothawui. The creatures lived with the planet's forests and were easily disguised by their environment. Within the forest, they appeared as normal vines, covered in lichens, often tangled-looking, and hanging from low branches near sources of water. The plant had twelve tentacles which it would use to capture the prey, and then digest it within a central sac.

","public":""},"alignment":"Unaligned","species":"","type":"plant","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":["blinded","charmed","deafened","prone"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","token":{"flags":{},"name":"Vines","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"RTetRByNzUH7P6EQ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YzhlZjRhNzA0ZTY5","name":"Constrict","type":"feat","data":{"description":{"value":"

Creatures grappled by the vines take 4 (1d8) kinetic damage at the start of every round.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","effects":[]},{"_id":"NmU2NTIxYjRjODJm","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the vines remains motionless, they are indistinguishable from normal vines.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","effects":[]},{"_id":"MGRmZTM5YmY1NjI2","name":"Vines","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 22 (4d8+4) kinetic damage.

The target is Grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"OTMzNGZkYWY3OWQz","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"NzAyMDdiYmI2NGIz","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTVjMmViMzhlNmNk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Peacekeeper knows the following

force powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge

1st level: battle precognition, phase strike, force throw

2nd level: stun, animate weapon, rescue, phase walk

3rd level: telekinetic storm, knight speed, sever force

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTU0ZTdlZjg0Zjcx","name":"War Casting","type":"feat","data":{"description":{"value":"

When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"MmMzNmFhZjU3ZGFh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTEwNDQyZDFlNDU4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"rT8PKuUNatL6M0q1","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"3GSkoEWiOpLwiwIz","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QYHz0DrNZ2xAsmBR","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"buwzXZHa5UzCQAwh","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OpfooF1huqKytlkm","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QDlURvDXp32ESPLn","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"sREMBtTmrHhwcKqY","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RtSbZnOA96F7LQog","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2BqufpkPLW2tZ8EF","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6Dyd2z8tUtKSZ8lL","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CwnjtDpkZTQc7VDY","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R2zJx9TKiX4DV4jF","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yslyCaSG6719MiKl","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"h0NCJlj7PDCpoRzd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zf3J0LVSDe8Dr49U","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"RajAP21IXbaWToEu","name":"Wookiee Berserker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d8+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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As a bonus action, the wookiee can move up to its speed toward a hostile creature that it can see.

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At the start of its turn, the wookiee can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can cast a power that has a casting time of 1 action as a bonus action.

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The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points).

The Jedi Sage knows

the following force powers:

At-will: saber reflect, force disarm, force technique, force

push/pull, turbulance

1st level: heal, battle precognition, phase strike

2nd level: animate weapon, stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, plant surge, force

repulse

4th level: mind trap, grasping vine

5th level: mass animation, improved phase strike, improved

heal, improved phase walk, stasis, improved battle meditation

6th level: telekinetic burst, wall of light

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When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

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In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bs8WZW3pDi0wNh6n","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J12m8M05yb7fEaYZ","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ETGKSbo8nHCAFFgH","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uCjyi8RnHQaILIRf","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"lKZBZhOBQweK48KA","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"BmTHW2x1CvJE8za5","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J0xfXsaryIxMTATu","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KsjXuWPxyur7A2Z4","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DlXarI5LzfMXLkF6","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"6sHn0LUBtBcJXmGs","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fne2zF0Q1uHioZyS","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DYVEAGWog2FxE6pc","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"e7P3aYvqhk0QdVQr","name":"Plant Surge","type":"power","data":{"description":{"value":"

If you cast this power using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the power’s area from being affected.

\n

If you cast this power over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YTSbLoD7dnvql2H3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iV9JgOew51ZspKXb","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UvppEXiuibUhIS3z","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ts13yoXyp4INk8uW","name":"Grasping Vine","type":"power","data":{"description":{"value":"

Prerequisite: Plant Surge

\n

You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.

\n

Until the power ends, you can use your bonus action to have the vine lash out again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gtBIhjewL9Ie8Qdx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FhHYy2QmsqdROkYO","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4zl3SJOxbBqSDmWf","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Nl3GNJOzlViQjqyU","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"iGqWN5onFOlsS0dY","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cB9Xvmctyw11iLfQ","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L2EjYgEDUKV2qtRo","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"xlqYQrLFtxdmxzZj","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8oGqZM77wwsn86GC","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"SJtMCisknOj0cZ4u","name":"AT-DP","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":147,"min":0,"max":147,"temp":0,"tempmax":0,"formula":"14d12+56"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":147,"min":0,"max":147},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"—"}},"details":{"biography":{"value":"

The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.


The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.


Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.


AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["frightened","poisoned","blinded","charmed","prone","stunned","restrained","petrified"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/311_-_AT-DP/avatar.webp","token":{"flags":{},"name":"AT-DP","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/311_-_AT-DP/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SJtMCisknOj0cZ4u","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmNhZWVlMTI5ZDI1","name":"Towering","type":"feat","data":{"description":{"value":"

Creatures of Medium size or smaller can stand in the AT-DPs space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/311_-_AT-DP/avatar.webp","effects":[]},{"_id":"MDlhOTA0Mzk3ODQz","name":"Piloted","type":"feat","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/311_-_AT-DP/avatar.webp","effects":[]},{"_id":"NjFkMmZiY2ExNmNj","name":"Circuitry","type":"feat","data":{"description":{"value":"

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

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Ranged Weapon Attack +7, Range 120/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"N2RlYWRkYmI2ZTdl","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against Force Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MjU4MmNiMDU5MzMx","name":"Font of Power","type":"feat","data":{"description":{"value":"

When Abeloth rolls damage for a power, she can spend 1 additional force point to reroll a number of the damage dice up to her Charisma modifier (5). She must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MjEyMjRkZDlhYzQ0","name":"Pool of Knowledge","type":"feat","data":{"description":{"value":"

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MTc4ZjMzYTZjNjBk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Abeloth is an 18th-level forcecaster. Her Forcecasting Ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 Force Points and

knows the following powers:

At will: Burst, Feedback, Force Push/Pull, Give

Life, Saber Reflect, Shock

1st level: Cloud Mind, Force Mask, Force Throw,

Project

2nd level: Coerce Mind, Hallucination

3rd level: Force Lightning, Force Repulse, Knight

Speed, Telekinetic Storm

4th level: Drain Life, Mind Trap

5th level: Dominate Mind, Greater Feedback,

Siphon Life

6th level: Mass Coerce Mind, Telekinetic Burst

7th level: Force Project, Whirlwind

8th level: Death Field, Earthquake, Telekinetic

Wave

9th level: Master Feedback

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"ZGFjMTc4MjFjYWFm","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"YjczZDc1YjYyMzJj","name":"Teleport","type":"feat","data":{"description":{"value":"

.

Abeloth teleports up to 120 feet into an unoccupied space she can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"OWFiYTIyZTkzYjQz","name":"At Will Power","type":"feat","data":{"description":{"value":"

.

Abeloth casts an at will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"OTZkNTI1NTJhMzc2","name":"Attack","type":"feat","data":{"description":{"value":"

.

Abeloth attacks once with shotosaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"NGU2OWI1OGU3ODZm","name":"Teleport","type":"feat","data":{"description":{"value":"

.

Abeloth uses her teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"4IvEmLQOQfQZTzLk","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"edute0FdQBVp9Vqu","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"rPdM82r6DeVCmST5","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"LAqJQedHClGo40nv","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WNEx6Wg82JfN4MgE","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"7YlMq8EsGXSG44Mw","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"yQD9EJffqPZCFyuD","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JlmtiQ0RLfVRp6x2","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tU3yDRTkPRVE3KeO","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3Cq3RmA3me6wSHg5","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xLNwL5VZACZx52t4","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Qu0v4nE8WlvQkP9V","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"LwYTj8QdOYMO8viA","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"y63483z7HokbWgVg","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0SmqEyJfyQ40azlJ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"YdPriIhCBLAO0TpD","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FHVTafpwH3tYzGDa","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"01t3CLrzWn4BY2Xj","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ePUfzASuuioHXdnD","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"M8kxdIL7ep51rgs5","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"FHcXVZQeN0Wh7lXz","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E0nTRAMGYqNcC6aE","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jLtpENvmpgZK9zny","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hzHYrPUlEbDLCLxm","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Pg73kllJfQdFksfu","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"ECPu4TP4L2WUio58","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"HpcD83CnrTjCOJDO","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tPOy3UKtU6W6TRD8","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xqJbAFo8WsgmwHVn","name":"Master Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.DFpooO6icOfTdG5C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]}],"effects":[]} -{"_id":"SbJpR9f9FePaYClu","name":"Dragonsnake","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"10d10+30"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 14"}},"details":{"biography":{"value":"
DesignationNon-sentient
ClassificationReptile
Distinctions

Long, snakelike body

Homeworld
  • Dagobath
  • Nal Hutta
HabitatSwamps
DietCarnivore

The dragonsnake (also spelled dragon snake) was a large, predatory reptile that dwelled in the muddy waters of certain planets, including Dagobah and Nal Hutta. During the Clone Wars, the Jedi Master Obi-Wan Kenobi had a run-in with a dragonsnake while searching for Ziro the Hutt on Nal Hutta. Years later, Luke Skywalker crash-landed on Dagobah, where his astromech droid R2-D2 was swallowed and spat out by a hungry dragonsnake.

Biology and appearance

Living in the murky waters of swamp-covered planets such as Dagobah and Nal Hutta, the dragonsnakes were large serpentlike beasts with sharp fangs. Although voracious, they were incapable of digesting metal.

Behavior

Dragonsnakes were predatory animals, living off the flesh of other creatures. They hid under the muddy water, waiting for their next meal to come close enough. After snatching its prey, a dragonsnake would then dive back under the water.

History

At some point during the pan-galactic conflict known as the Clone Wars, the Jedi Masters Obi-Wan Kenobi and Quinlan Vos attempted to track down Ziro the Hutt on Nal Hutta. During the mission, Kenobi was attacked by a local dragonsnake. The creature was killed when the Jedi Master thrust his ignited lightsaber in the dragonsnake's head.

In 3 ABY, the aspiring Jedi Luke Skywalker accidentally landed in the middle of watery peat bog on Dagobah. A hungry dragonsnake that hid there snatched Skywalker's astromech droid R2-D2, mistaking him for a living organism. Upon realizing that its prey was inedible, the dragonsnake forcefully spat out the droid, who survived the encounter unscathed.

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The dragonsnake can hold its breath for 1 hour.

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If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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The dragonsnake can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (3d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

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The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDE0ZTg2YWFjYjU3","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","effects":[]},{"_id":"ZGNmZGI1Nzg4Mzdm","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","effects":[]},{"_id":"NTYyZGMwYWUzN2Ew","name":"Tidal Wave (Recharge 6)","type":"feat","data":{"description":{"value":"

.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","effects":[]},{"_id":"MDc1Yzg1NzJhMWVj","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Lawful Light","species":"","type":"force entity","environment":"","cr":25,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"nat":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","token":{"flags":{},"name":"The Ashla","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SljivzMg7E2uVute","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTQ1MGM0ZDllM2Q3","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, project, sense

force, sever force

3/day each: force project, force suppression, sanctuary,

telekinesis, telekinetic burst

1/day each: improved force camouflage, master revitalize,

stasis field, wall of light

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NmFmYWQ0YjRmMWQy","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Ashla fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NzZkNjUyYzUxMGYz","name":"Limited Force Immunity","type":"feat","data":{"description":{"value":"

The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"ZGRhMjdmZjkyYjM1","name":"Radiance","type":"feat","data":{"description":{"value":"

As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MDg5OWFhMDdhYzI4","name":"Radiant Attacks","type":"feat","data":{"description":{"value":"

The Ashla's attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MzhhZDYwYzA1MmVi","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NDRjNWI4NDZkYjlm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YmY0MWYyZjIxOWM1","name":"Unarmed Strikes","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage plus 13 (3d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","kinetic"],["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"ZmJlNDE3YTY2MDgx","name":"Light of the Force","type":"feat","data":{"description":{"value":"

.

The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NGE3MDEwYmY4NmQ1","name":"Grace of the Ashla","type":"feat","data":{"description":{"value":"

.

The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MTQ2NWZlYWZiZmUx","name":"Peace","type":"feat","data":{"description":{"value":"

.

The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"YzczMjIwNzFlNTcy","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Ashla teleports to a point it can see within 60 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"YTI4NGJhM2Y3NjU0","name":"Unarmed Strike","type":"feat","data":{"description":{"value":"

.

The Ashla makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"N2Q3M2ZhMjg0ZmFm","name":"Innate Forcepower (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Ashla casts an innate force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NzlhZTcxNDg5Mjhl","name":"Peace (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Ashla uses its Peace action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"rdRG10HFGCFXi52x","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"KtifsBEZPvL2GR72","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zEapXknTej8exDe3","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3CJr3rMQj3XB0gg3","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QB8LAypMSpfuJ0nC","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GCVCFWBUAm02rmlk","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"keh2c1cHjFs0ur9L","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vXIpkxAHLlEHrOWE","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"nfOdOfTdO3PR8leL","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"khxu4rSkQUjTe93z","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZVr9gbXCP80WGTKu","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YubjeQFtAc9U4Kc3","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1VukoK13wVAgVYYa","name":"Master Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Improved Revitalize

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 1 day. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The power replaces damaged or missing organs and limbs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SbgYZsKp6FwiLhQA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RQjSx79oY38cSqUu","name":"Stasis Field","type":"power","data":{"description":{"value":"

Prerequisite: Stasis

\n

Choose a point that you can see within range. Each creature within range of that point must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of a target’s turns, it can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 9th level, the size of the cube increases to 40 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oF7fFDz9xqC9ICzm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5XHLEUQ7FMV7TPcG","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"SmXDtY4Pa4czAikI","name":"Hawk-bat","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"
Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","token":{"flags":{},"name":"Hawk-bat","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SmXDtY4Pa4czAikI","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjljYjIwZDY2MjUx","name":"Echolocation","type":"feat","data":{"description":{"value":"

The hawk-bat loses blindsight when deafened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"NDQ5NTE1MmViYTFk","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"YjZlZWI1NTAyNmI5","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"NDU1NTBmZjE3MDNh","name":"Talons","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]}],"effects":[]} -{"_id":"Sn5rva8QfnV9Wv7c","name":"Exogorth, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":28,"proficient":0,"min":3,"mod":9,"save":9,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":11,"prof":5,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":1,"min":3,"mod":-5,"save":0,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":1,"min":3,"mod":-1,"save":4,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":247,"min":0,"max":247,"temp":0,"tempmax":0,"formula":"15d20+90"},"init":{"value":0,"bonus":0,"mod":-2,"prof":0,"total":-2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":247,"min":0,"max":247},"bar2":{"value":18,"min":0,"max":0},"senses":{"blindsight":30,"tremorsense":60}},"details":{"biography":{"value":"

\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

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If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (3d6+9) kinetic damage.

If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

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Salvagers

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A scavenger or salvager, often abbreviated \"scav,\" is a\nperson or droid whose primary occupation is collecting\nlost or abandoned items or recovering wreckage from\ndisaster or battle sites.

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The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward

1st level: tactical barrier, tranquilizer

2nd level: cryogenic volley, infiltrate

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The salvager has advantage on saving throws against being charmed or frightened.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"NTMwODhhMGQ4Mjc4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The salvager makes two melee or ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmFjMWM0NzE3NDJj","name":"Heavy Shotgun","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"MDhhMWUzMmY0ZGQ2","name":"Heavy Shotgun Burst","type":"feat","data":{"description":{"value":"

.

10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"ZTI5MzZmYzU1MWY0","name":"Electrostaff","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"dFJoAYOuDKR1NbHL","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"bdv2rZYfqVy2vGut","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"lRF4NvhspevglHjz","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"kmwuYgfwmUMgGiLk","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"9zXPoeOJtfjApmVj","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"NLLcvi0ngbAvtVFs","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"kSUNeDzG4WKN5JnL","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"UETNaevdD7uwfs5t","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]}],"effects":[]} -{"_id":"TDagccLymEfXDU8g","name":"Legendary Corellian Smuggler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":24,"proficient":1,"min":3,"mod":7,"save":12,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"+1 heavy combat suit"},"hp":{"value":130,"min":0,"max":130,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":7,"prof":0,"total":7},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":44,"min":0,"max":44,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":130,"min":0,"max":130},"bar2":{"value":20,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Han Solo

Han Solo, known only as Han until being given the surname Solo by an Imperial recruitment officer, and formerly known as Cadet 124-329 while serving as an Imperial cadet, was a human male smuggler. He became a leader in the Alliance to Restore the Republic and an instrumental figure in the defeat of the Galactic Empire during the Galactic Civil War. He hailed from Corellia and became a smuggler in the employ of Jabba the Hutt, even completing the Kessel Run in just twelve parsecs with his prized ship, the Millennium Falcon. He was the son-in-law of fallen Jedi Knight Anakin Skywalker and Senator Padmé Amidala, husband of Princess Leia Organa, brother-in-law of Jedi Master Luke Skywalker, father of Ben Solo, rivals and close friends with fellow smuggler Lando Calrissian, and best friends with the Wookiee Chewbacca, his trusted copilot who swore a life debt to the Corellian smuggler. Solo ran afoul of Jabba after ditching a shipment of spice to avoid trouble with the Empire, owing the Hutt a great deal of money as a result. His fortune seemed to have changed when he agreed to charter Luke Skywalker, Obi-Wan Kenobi, and the droids R2-D2 and C-3PO to Alderaan, but he became caught up in the rebellion against the Empire and, after helping Leia Organa escape from the Death Star, briefly fought in the Battle of Yavin, which allowed Skywalker to destroy the superweapon. Solo fought with the Rebellion for a number of years afterward, taking part in numerous operations and battles against the Empire.

After the Battle of Hoth, Solo sought refuge with Organa—with whom he had fallen in love—Chewbacca, and C-3PO on Cloud City, which was operated by his old friend Lando Calrissian. There, they were captured by the Sith Lord Darth Vader as part of a trap to bait Skywalker to the city. Solo was frozen in carbonite and taken to Jabba's Palace on Tatooine by the bounty hunter Boba Fett, where he remained encased in carbonite for months until he was rescued by his friends. After returning to the Alliance Fleet, Solo was promoted to the rank of general and was given command of the Pathfinders, a special forces squad, for the Battle of Endor. Solo led the Pathfinders to Endor, where he, Organa, Chewbacca, and the special forces team, with the help of the native Ewoks, destroyed the shield generator protecting the second Death Star that was being constructed in orbit. Their actions allowed the Alliance Fleet to destroy the superweapon.

The Battle of Endor, which saw the deaths of Emperor Sheev Palpatine and Darth Vader, allowed the Rebellion to form the New Republic. In the early days after Endor, Solo continued to lead the Pathfinders against the Empire. He married Organa, and the two had a son, Ben Solo. The boy struggled with the dark side of the Force—like his mother, who was the daughter of Darth Vader and twin sister of Luke Skywalker, Ben was Force-sensitive—so Organa sent him to be trained as a Jedi by Skywalker. He was seduced to the dark side by Snoke, Supreme Leader of the First Order, resulting in the destruction of Skywalker's attempt to rebuild the Jedi Order.

Having lost their son, Solo left and returned to smuggling, and even lost the Millennium Falcon to numerous thieves. He continued to smuggle until he was brought back into the fight by a scavenger named Rey and a defected First Order stormtrooper named Finn, who carried with them a droid, BB-8, that had part of a map to Skywalker's location. Solo, who retrieved the Falcon from Rey and Finn, returned to Organa, who led the Resistance against the First Order, and fought in the battle to destroy the First Order superweapon known as Starkiller Base. During the battle, Solo saw his son, who had taken the name Kylo Ren, and tried to convince him to return home. Instead, Ren stabbed his father with his lightsaber. Mortally wounded, Solo fell to his death in the bowels of the Starkiller weapon. However, Solo's memory remained alive and appeared in a Force vision a year later to convince Ren to abandon the dark side and defeat the resurrected Emperor Palpatine, after a duel on the remains of the second Death Star between Rey and Ren, being enough for Ben Solo to return and eventually sacrifice his own life to rescue Rey.

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When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"M2Q3NDAyNDZiOGM3","name":"Alert","type":"feat","data":{"description":{"value":"

The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MWRhZGUyMjQ3MTc1","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"MTY1YjRkNTg1Yzlk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Smuggler fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"YzE0ZTJhMTFhY2Nh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"Y2RhZjk2MDY1ZWU5","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Smuggler is subjected to an e\u0000ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"NTA1YzUwNzI4ZWY4","name":"Bad Feeling","type":"feat","data":{"description":{"value":"

When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MTUwNDhlZDhhMTky","name":"Techcasting","type":"feat","data":{"description":{"value":"

The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points).

The Smuggler

knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud, stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

4th Level: salvo

5th Level: mislead, override interface, shutdown

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"YTY4NjE0Y2VhNGQ1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Smuggler halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZmM0MDdmNTQ2NjYy","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NWRkNDFiZmUzN2U5","name":"Modified DL44 Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MGNhMDI0ODdlYjBh","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (4d4+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"gM93QRmLMVz0CIg0","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"DXuzXv7O6s9yYFVP","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"2UIsBpV2h6kdspV4","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"n0TTrlH2FTNR7qxB","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"O7mZaiEL3ZsCP54C","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"4EDzlRsQI8z1dela","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"WLXlIHIfbD4XijYw","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"bsCC45coJatq0Q1L","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"V3V9SMP7z5qaLjTW","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"IoNZ83TD4ws80nn3","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"izSrbPWp40cYIxYm","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"1RRjl8rYtWVMjfyp","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"VSGKZHPdU6lWPQtW","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"xpMn1opBdm6AAnbq","name":"Capacity Boost","type":"power","data":{"description":{"value":"

You empower a blaster weapon you are holding. For the duration, you can reload the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, you can make two attacks with your bonus action, instead of one.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fDkDt47dU5nPlvcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CapacityBoost.webp","effects":[]},{"_id":"4SnZoJqjVrekAKCm","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"1AjeMFzy6BgmDakt","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.hyh01gHWyf5MVpdm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp","effects":[]},{"_id":"Z7yEDZ1HaUNxKyYG","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"PhvVQisMMSMLXnvs","name":"Mislead","type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YjW6V6Qc5XFpC6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp","effects":[]},{"_id":"zQ69pco9KiPtKk2L","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]},{"_id":"LnlcJBuWHa3eEi86","name":"Shutdown","type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

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The heavy gunner has advantage on saving throws against being frightened.

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The heavy gunner deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","effects":[]},{"_id":"ZTllOTFjNjZiYzdi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","effects":[]},{"_id":"MDJhMDA3MzRiYjBh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The heavy gunner makes two attacks with its blaster cannon or bash.

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.

The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","effects":[]},{"_id":"MzFjNDI3YTE5MDJh","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ClassificationInsectoid
Skin ColorBrown
Eye ColorRed
Distinctions
  • Thin arms
  • Large
  • Hooked claws
  • Spiked carapace
Homeworld
Ryloth
Habitat
Ryloth's equatorial forest
Diet
Carnivorous

Gutkurrs were a species of predatory insectoid carnivores native to the planet Ryloth. During the Clone Wars, the Confederacy of Independent Systems deployed gutkurrs to attack Galactic Republic clone troopers during the Battle of Ryloth. Gutkurrs were resistant to blaster bolts and were said to be the second-most dangerous predator on Ryloth, the first being lyleks. Gutkurrs were also found on the planet Onderon.

History

During the Separatists occupation of Ryloth, TX-20 had his troops capture several Gukurrs and had them placed in cages near his proton cannon battery in Nabat. He then had his sergeant starve the Gutkurrs.

When the Republic sent General Obi-Wan Kenobi's Ghost Company to secure Nabat for their landing, TX-20's sergeant then released the Gutkurrs. The Gutkurrs attacked and killed several of Kenobi's troopers. However, Kenobi was able to lure several them away from his troopers using the Force and then had his troopers seal them off. Several Gutkurrs also attacked troopers Boil, Waxer, and Numa at her home before escaping through a secret passage.

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While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

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.

The gutkuur can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Average height3,05 meters
Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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\"If you can picture a little garbage masher on four legs and covered with fur and tusks, that's a mott. Ill-tempered and brusque, in contrast to my own sweet nature.\"

- Lareen Dantara

DesignationNon-sentient
Average height1,1 meters
Homeworld
Naboo

Motts were medium sized, semi-aquatic herbivores (about 1 meter at the shoulder) native to the Gungan swamps of Naboo.

Characteristics

The motts dwelled in underground mudbank borrows. They ate a wide variety of vegetation and were a primary source of food for most swamp predators (even Gungans occasionally killed motts). Fortunately, motts had a high reproduction rate (about fifteen young per birth).

Motts lived in communes of up to fifteen adults. Communes usually consisted of a dominant male and, perhaps, one lieutenant that guarded the females and young.

They were very good swimmers, and young often hitched rides on an adult's back. They also had good hearing and a nose horn for rooting out food. Gungans found motts to be good pets even though motts were known for tearing up flower gardens.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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The commando has advantage on saving throws against being frightened.

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When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

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The commando ignores half cover and three-quarters cover.

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Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Leader(s)Palpatine
Sub-group(s)Imperial Senate Sentinel
Formed fromSenate Guard
Date foundedBefore 2 BBY
Affiliation

Galactic Empire (Imperial Senate)

The Imperial Senate Guard was an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose was to ensure that the Imperial Senate remained loyal to Emperor Palpatine, the architect of the New Order. A subdivision to this unit was the Imperial Senate Sentinel.

Overview

By 2 BBY, the Imperial Senate Guard's armor was a blue-colored version of the red and black suits worn by the Royal Guard and Shadow Guard respectively. They were trained solely in melee combat and equipped with cortosis staffs. Additionally, the guards also carried personal energy shields that were powerful enough to deflect lightsaber attacks.

Outwardly, the Imperial Senate Guard preserved the tradition of their predecessors by serving as protectors of the senators of the Galactic Empire. Their main loyalty was to Emperor Palpatine, however. Other duties of the Guardsmen included the protection of key Imperial installations and high-ranking officials, assassination missions, and the hunt of Force-sensitives. Although the Imperial Senate Guards were not formally members of the Imperial Military, they have at times worked alongside them if the objectives were important enough to require their presence, which included the above-listed duties.

History

In 2 BBY, several Imperial Senate Guards were attached to a military unit of stormtroopers and Shadow Guardsmen during a mission to locate the Jedi fugitive Rahm Kota. They successfully tracked Kota's location to a local cantina in Cloud City, but were subsequently annihilated by Starkiller, the secret apprentice of the Sith Lord Darth Vader, who required the former Jedi General's expertise on fighting the Empire.

The Imperial Senate Guard encountered Darth Vader's apprentice again on the planet Kashyyyk where they were killed by the Sith assassin in addition to numerous Imperial soldiers and Captain Ozzik Sturn. Their final confrontation with Starkiller took place on the Death Star I when the apprentice infiltrated the incomplete battlestation to save the founders of the Rebel Alliance from his former Master and the Emperor. Several members of both the Senate Guard and Royal Guard rallied to the Emperor's defense on the observation deck shortly after Starkiller defeated Vader in a lightsaber duel. Despite their failure to defeat him, Starkiller was ultimately slain by Palpatine just as the Rebel leaders escaped on the apprentice's starship, the Rogue Shadow.

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The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Imperial Senate Guard makes two attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

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The Gand's ranged attacks do not have disadvantage within 5ft.

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The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

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When the Gand fails a saving throw, he can choose to succeed instead.

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The Gand does not have to breathe and is immune to any affects that rely on breathing.

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When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

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When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

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The Gand makes three weapon attacks.

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 19 (3d8+6) energy damage.

The target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

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The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage

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The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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The Gand makes a W-90 Concussion Rifle attack.

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The Gand can move up to its speed without provoking opportunity attacks.

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The Gand can recharge one or both of its recharge attacks.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The remote turrets will finish them off!\"

- Gorgol

ManufacturerVarious
TypeDefensive emplacement artillery

An autoturret was a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they were employed by many factions throughout galactic history.

History

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

During the First Jedi Purge, the fortified base of Khoonda on Dantooine utilized them.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.

Autoturret turbolasers were used extensively in sensitive Imperial installations, such as the Imperial Detention Facility on Orinackra as well as on Imperial City, and most notably on the first and second Death Star.

During the Yuuzhan Vong War, they were utilized in the defense of Ithor. The turrets tricked the warriors into destroying a building that was in actuality an explosive device to be used offensively against them.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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.

The turret makes two repeating blaster attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosks, or war coordinators, are creatures used as\ncoordinators during battles to send orders to other\nspacecraft, such as coralskippers, to optimize their\nactions. Sometimes, Yammosks are placed on covert\noperation missions where the creature uses its talents\nto link the mind of Yuuzhan Vong commandos. This\nprovides such operatives with a secured means of\ncommunications as their thoughts are linked to one\nanother. Yammosks are at least partially sentient. If\ndestroyed or badly injured, a Yuuzhan Vong war force\ntypically descended into chaos without the guiding\ninuence of its yammosk. A yammosk's control over its\nforces was also capable of being disrupted through the\nuse of gravitic amplitude modulators.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Physically, yammosks resemble huge brains, kept in\nvats, which trail thousands of tentacles. Its only solid\nbodily structure is its single tooth which is hidden\nwithin its boneless esh.\n

\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t

The tooth is capable of biting with incredible force\nallowing it to break through rock and ice which are\nweakened through the secretion of acids.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosk are spawned rather then being created.\nImmature members of this species are required to be\npartially submerged in nutrient liquid but in time they\nbecome full air-breathers.\n

\n\t\t\t\t\t

A yammosk is considered the physical form of the\nYuuzhan Vong god Yun-Yammka, the Slayer body\nmanifested onto the mortal plane.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the Yammosk fails a saving throw, it can choose to succeed instead.

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The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

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The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

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The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk.

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The Yammosk has advantage on saving throws against force powers and other force e\u0000ffects.

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The Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition

1/day each: dominate mind, mind trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZDAzMzJhZWY1ZGNj","name":"Parry","type":"feat","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZWE0YTlhYTA5M2Jk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzNkNDQ2YmNmNWU1","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 30 ft., One target. Hit : 20 (4d8+2) kinetic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZDAxZWU1ZjIyNmEx","name":"Mind Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"Y2I2MDcwNGEyMzFh","name":"Psychic Link","type":"feat","data":{"description":{"value":"

.

The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZGNmZGVkNDZhODA5","name":"Battle Coordination","type":"feat","data":{"description":{"value":"

.

The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZTRlZDg4MmI0YTU1","name":"Sense Thoughts","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"NDhiYzEwNGQ2MzI2","name":"Break Concentration","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ODUxNzVjY2VjNmZi","name":"Psychic Pulse","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"OTMxYjI4MzZiYTMy","name":"Tentacle Attack","type":"feat","data":{"description":{"value":"

.

The Yammosk makes a tentacle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"BtLPXGMf0EUvouNf","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FvYul4UuPfjiAk63","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3ijp4R2W7IvVQuyl","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"A3UxOrgiXriIPb95","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

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Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

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Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.


Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.


The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.


With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 2 (1d4) necrotic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The dark aspirant has advantage on saving throws against being charmed or frightened.

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When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

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The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and

Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward,

shock

1st-level: battle meditation, curse, sap vitality, hex, improved

feedback

2nd-level: drain vitality, force camouflage

3rd-level: force lightning, choke, horror

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZTFjMWMxODMwYWU5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ODRjNmNmNGYyMzg3","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"MTgzMDQ4ZjgzZTg1","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZTJmMzQzMjA4M2Ez","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"MDNkMDdmZjE2OTIz","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"NTYyNWUzZDg2ODJl","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZPjA5PIqYWN76Wzz","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"Sk9USPvjAfay8lV8","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"PXWA1fzibh9EjcAp","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"XWsPfUfR7Y4c7Ucu","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"HIDpvq2HdtCvw3Rg","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"phcpl2NQrtNJo1wh","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"MZr5YEBnf8UPbEa2","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"rtTCt3bVKnZiVNPV","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"mEOJCehu57Qy7WSa","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"oNXFeyeKsoZK4NGj","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"JAlc9NdDtK3bDGO3","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"ng7Ul0exSd2PSFI4","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mQKqtdjD68Ml33sE","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"3S2a9L1a98mY6JoF","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"OJOATc6j5x2p4q8e","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]}],"effects":[]} -{"_id":"V6k11wvzYvUvU8Ms","name":"Fyrnock","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"
Average lenght2,48 meters
Average mass15 kilograms
Skin color
  • Purple (female)
  • Brown (male)
Eye colorYellow, red
Homeworld
  • Anaxas
  • Various asteroid hives
Habitat
  • Jungles
  • Caverns

Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many Fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. Fyrnocks were typically the size of a small humanoid, but at least one was known to grow much larger.

During the Battle of Anaxes, fyrnocks prowled around a campfire set up by Clone Force 99, CT-7567, CC-2224, CT-5597, and CT-6116. Many years after the Clone Wars and the planet's destruction, Hera Syndulla and Sabine Wren encountered fyrnocks in the abandoned Fort Anaxes. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger returned to Fort Anaxes, hoping to lure the Grand Inquisitor into a trap. Using the Force, they were able to convince the Fyrnocks to attack the Inquisitor and his Imperial Stormtroopers. While the Fyrnocks were ultimately unable to defeat the Inquisitor, they did manage to take down several of the Stormtroopers.

Variations

At least one Fyrnock was known to be many times the size of standard fyrnocks. This creature was far more dangerous than standard fyrnocks, being, in fact, the mother of all fyrnocks. Years after the Clone Wars, Jedi Padawan Ezra Bridger summoned this fyrnock, but had to tap into the power of the dark side to do so. The fyrnock put up a vicious fight against the Inquisitor, buying Ezra and Kanan necessary time to escape, but Ezra was briefly knocked unconscious and left shivering by the unexpected power of the dark side energy that he had summoned.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/062_-_Fyrnock/avatar.webp","token":{"flags":{},"name":"Fyrnock","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/062_-_Fyrnock/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"V6k11wvzYvUvU8Ms","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjVhODg4YjhmY2E0","name":"Reckless","type":"feat","data":{"description":{"value":"

At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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.

The fyrnock makes two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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DesignationNon-sentient
Average height3 meters
Average length 1,5 meters
Average wingspan1 meter
Average mass640 kilograms
Skin colorBrown to blue
Feather colorDark brown
Eye colorBrown
Distinctions
  • Tiny wings
  • Blue head
  • Reddish throat flap
  • Huge legs
  • Massive claws
  • Huge beak
  • Egg shaped body
  • Small crest on head
Average lifespan20 years
HomeworldTatooine
HabitatDesert
DietCarnivore

Woodoo were massive reptavians indigenous to the desert world of Tatooine. There was a cantina on Tatooine called \"The Woodoo Dunes\" with a sign that had a picture of a woodoo, followed by two hatchlings. The sign is incorrect in the fact that woodoos rarely traveled with young, as that would endanger them and take them away from the safety of the nest.

Biology and appearance

While its 640-kilogram weight rendered it flightless, the absurd-looking woodoo's tiny wings helped the creature with interspecies communication and regulation of body heat. An abnormally large blue head was attached by a stubby neck to its equally odd egg-shaped body. A thin reddish throat flap hung off their neck. Males could stretch these flaps as a symbol of strength to attract mates or intimidate other males. The flap could also vent heat to cool down its body. Woodoo also had a small red crest on the top of their heads. The larger the crest, the older the woodoo. However, the crest on females was significantly smaller and grows slower. The woodoo's body was covered with small glands that secreted a clear, lustrous oil. The oil was somewhat like sweat, draining heat from the woodoo's feathers and then evaporating.

The woodoo was slow but extremely strong, with a powerful set of digging claws on the foot of each thick leg. It used these shovel-like claws to dig up dewback eggs and to bully local anooba packs away from their kills. They could also be used to fend off krayt dragons, as they were too slow to outrun them. However, the krayt dragons were usually victorious, being too nimble to pin down with a heavy stomp.

Woodoo skin could be made into leather and was worn by Ezjenk the Jawa, Tusken Raiders and other various sentient species. Woodoo hide was also valuable as a means of shining metals, due to its slightly rough texture. Darth Vader's helmet was polished by DD-13/HK, a DD-13 medical assistant droid, under 2-1B/DRX's orders; the motivation being an attempt to distract Emperor Palpatine from a large amount of shortcuts that the medical droids took in the procedures of reconstructing Darth Vader.

They were also tamed (with difficulty) and kept as pets. A Wookiee member of the New Republic Senate had a pet woodoo. An unidentified New Republic diplomat on Coruscant also rode a 14 year old woodoo.

Woodoo were popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry. Woodoo eggs also made good eating, and poachers regularly supply restaurants with the eggs. Dexter Jettster makes a popular dish known as \"Woodoo Surprise\", and woodoo eggs are also served at the Mos Eisley Cantina. However, woodoo were fiercely protective of their young, and hunters, Jawas, and Tusken Raiders have been stomped on after wandering too close to their nests.

The hatchlings look very like their parents, though their body and legs are relatively scrawny compared to what they will grow to be. The hatchlings can scurry around fairly fast to avoid predators, though they will lose this speed as they mature.

Woodoos live for around 20 years, reaching maturity at 8. They typically parted ways with their parent around 7 year of age, though there have been records of woodoo hatchlings being left in the desert at the age of 4. Woodoos left at this stage rarely survive, usually being picked off by krayt dragons or Tusken Raiders.

Behavior and intelligence

Woodoos were fairly social creatures, sticking with their mates for a long time. They would take roles – one looked for food while the other guarded the nest and the young. Woodoos preferred to scavenge, as they were too slow to do any real hunting. They generally waited for another creature, such as an anooba pack, to make a kill. They then arrived, chased them off, then dragged the carcass (if small enough) to the nest. If the carcass was too large, they would use their huge digging claws to bury the corpse in the sand. They would return later to eat.

Woodoo, as mentioned earlier, were very territorial and protective of their nests. They mark their territory with feces that are, to say politely, unpleasantly fragrant. They could emit a loud shriek to intimidate predators or to signal their mate that something was wrong. Between territorial disputes or a fight over a mate, the scuffle is ritualized and almost never fatal. It involves forceful head butts, pecking, and sometimes a charge in an effort to knock the opponent over. If defeated, the woodoo backs away. However, in an encounter with a predator, the woodoo will stretch its throat flap, extend its comically small wings straight out, and attempt to place a potentially lethal stomp on the offender. But if the predator is trying to get to the nest and puts the young in danger, the woodoo will do almost anything to try and chase off the predator. The woodoo will stomp, peck, charge, headbutt, and use any means possible to deter the predator or kill it.

If a mate or hatchling dies, the woodoo will appear to grieve. The woodoo will lie by the body, fending off any scavengers foolish enough to approach. After an average of three days, they will bury the body under the sand, where it will usually mummify under the heat and dryness. If the woodoo comes across the place again, it will stay there for some time, then leave.

Once a woodoo mates, the female would generally build a nest and lay the eggs.The nests were made out of scavenged scrap metal, stones, hardened droppings, and desert brush, lined with the woodoo's own shed feathers. Woodoo eggs usually hatched after 3 months. After hatching, the hatchlings were blind, scrawny, wet, and vulnerable to sand and predators. The female stayed at the nest to take care of the young, depending on the male to bring in food. The hatchlings opened their eyes at around 3 days of age. They were curious little critters, and if the parents died, they wouldn't hesitate to waddle up to a sentient creature (such as a Jawa) in hopes of getting a new home. Once the hatchlings can stand and run, the female and male start to switch roles of hunting and caring for the young. When the woodoo have reached the age of eight, they left the nest and started their own lives as young adults.

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If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The woodoo can make two attacks: one with its beak and one with its talons.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

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Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

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The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points).

The Jedi Healer

knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force

push/pull, turbulance

1st level: heal,battle precognition

2nd level: force barrier, restoration, stun, force enlightenment,

battle meditation, phase walk

3rd level: telekinetic storm, knight speed, becon of hope,

server force

4th level: aura of purity

5th level: improved restoration, improved force barrier,

improved heal, revitalize, stasis, improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/324_-_Jedi_Padawan_Healer/avatar.webp","effects":[]},{"_id":"MjcwMTBkNWMyMWI2","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/324_-_Jedi_Padawan_Healer/avatar.webp","effects":[]},{"_id":"aK5jyIVvJFnZS6mQ","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"AcnIq5NbzC8HH9jH","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"m4oJ4YNPbjyh0HQJ","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PPNQquG0JxLVBH9V","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"qu2tOQaH4SD5c0Xr","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tQMRJyVFo7pFEtDv","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"yXAjTR9HDolwL4Pk","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"FtzZAucZfjodgh7l","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CGby5GEmnJAZ6BlH","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zmhp3eGYNMWMVimT","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QnwGjPERwdbxd5MI","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wQ7pv69aLXZAXuMi","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"8nfLFJQTPIkOAdNM","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qXPUlsILp61KUCRT","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kh6gqBOoJtFHjQIj","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ACWUwgpyXITHzIkI","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"pmC3NYjv15UTrlsd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2pTZTE6eSnuMPJvs","name":"Aura of Purity","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HPtgWP83jKSyFWFp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]},{"_id":"tQzvW5jQ8BC6mAbD","name":"Improved Restoration","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.F02pFj62Grlr9sdF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dnXVjnuaPDOBEEDk","name":"Improved Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Force Barrier

\n

This power further bolsters your allies with toughness and resolve. Choose up to twelve creatures within range. Each target gains the following benefits:

\n
    \n
  • The becomes immune to poison and disease. Any currently existing poison or diseases still exist.
  • \n
  • The creature becomes immune to being frightened by powers.
  • \n
  • The creature’s hit point maximum and current hit points increase by 2d10 for the duration.
  • \n
\n

These benefits last for 24 hours or until the end of your next long rest, whichever happens first.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SaMnm3iVoaldsWip"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7zBxsZVzasWhsMZS","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"3Ni8YpOjAnf5CVn2","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rT3Ke28kYwtZ95Jk","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vwTFL5dRot4wjH2i","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]}],"effects":[]} -{"_id":"VaIA84GqqTWUxEVU","name":"Vulptex","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"3d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":10,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Vulptices (singular: vulptex) were a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They were distinguished by their coats made up of white crystalline bristles.

DesignationNon-sentient
ClassificationCanid
Hair colorWhite
Eye color
  • Blue
  • Red
DistinctionsUnique crystalline bristles/spikes
Homeworld
Crait
HabitatHighland caves and canyons
Diet
Omnivorous

Biology and appearance

The vulptices were a fox-like species of canids with a flexible body native to the mineral world Crait. Their most distinctive feature was a coat of crystaline bristles/spines that served as protection against their predators. Their facial bristles (or whiskers) also helped them gauge whether they could fit into a tight space. Vulptices had excellent low-light vision and keen senses. They were omnivorous, feeding on tubers and small burrowing mammals they dug out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, those creatures might also have been sensitive to magnetic fields.

Behavior

Vulptices dwelled in highland caves and canyon. In fact, Dr. Mesoli theorized that they had summer dens beneath Crait's salt crust, and winter dens in caverns. They lived in groups referred to as skulks, regrouping three to four families with as many as ten creatures by family. Dr. Mesoli, however, observed those skulks came together in larger social structures, with as many as one hundred vultpices sharing a particularly advantageous den.

Although not sentient, the vulptices were clever animals that formed strong bonds and hunted in cooperation. Dr. Mesoli suspected that they used their bristles to communicate, shaking them or brushing them against stones to generate specific sound patterns.

History

After the Rebel Alliance abandoned their outpost on the planet, a skulk of vulptices had come to roam free through the abandoned structures. Decades later an extremely curious skulk of vulptices was present on Crait during the time of a battle that broke out between the First Order and the Resistance on the planet surface. The skulk found their way into the abandoned outpost while the door was closing, and they remained in the outpost while the battle of Crait was going on. While Luke Skywalker was distracting the First Order, the vulptices had somehow found their way out of the outpost, which seemingly had no escape. Finn inquired where the \"crystal critters\" had gone. One was spotted and helped them escape through a tunnel near the back of the outpost. However, the exit was blocked by a large pile of rocks. Rey used the Force to move the rocks out of the way. The Resistance was then able to follow the creatures out of the base.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/135_-_Vulptex/avatar.webp","token":{"flags":{},"name":"Vulptex","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/135_-_Vulptex/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"VaIA84GqqTWUxEVU","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDI1NWFkNDkzY2E0","name":"Keen Sight and Smell","type":"feat","data":{"description":{"value":"

The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Hssiss, or dark side dragons, were a lizard species with the ability to influence Force-sensitive beings around them. If bitten by a Hssiss, one would succumb to the effects of a dark side poison. Hssiss also had the ability to conceal themselves and become invisible, possibly doing so through the Force. Hssiss originated as savage reptilian predators on Ambria, and were one of the few creatures to survive the planet's destruction. They lived in and near Lake Natth, where Jedi Master Thon had imprisoned the dark side energies that had plagued the planet for millennia. The dark spirits then began to possess the creatures, turning them into something much fouler—it was said that these \"dark side dragons\" aided those who used the dark side of the Force. Eventually, Great Bogga began to use them as body guards and pitted them against those who had failed him. When he realized how effective and vicious they were, he had them transported off-world and sold in bulk. Soon, Hssiss could be found all over the galaxy, especially on worlds where the dark side was strong, including Korriban, Mimban and Vjun.

In appearance, Hssiss looked nothing more than particularly vicious reptiles, about three meters in length, with a green, scaly hide. In addition to those three meters, they had a meter long tail, covered in rows of spikes which stretched up past their backs and onto their necks. When in the lakes on Ambria, they hunted in pairs, grasping their prey with their strong jaws and sinking dozens of teeth into the unfortunate animal's body, while the other Hssiss sunk its jagged claws into it. Dark Lizards were a species of hssiss.

Overview

As creatures of the Force, they had a limited ability to mask their presence. Hssiss were drawn to suffering and carnage. After the Jedi Civil War and the devastation of the planet Korriban, they fed upon all the corpses left behind from the war, while the angry phantoms of the Sith—too weak to influence the sentient—took these Hssiss as thralls to their will, fending off all intruders who landed on the planet.

They were found on many planets throughout the galaxy, including Korriban, Ambria, Mimban and Vjun. Their prevalence was probably the result of being brought with Sith armies in their many wars. Many scientists believed the Hssiss originated from the planet Stenness.

The Jedi philosopher Tionne Solusar once met with a Hssiss on the planet Ambria. She killed it by removing its head with her lightsaber, but did not escape unscathed. The Hssiss had slashed her with its claws, and only a Jedi healing trance proved able to remove the venom. This led her to believe that the poison was spawned from the dark side of the Force.

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The hssiss can breathe air and water.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

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The Hssiss makes three attacks, once with its bite and twice with its claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.

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The Hssiss magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).

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DesignationNon-sentient
ClassificationReptavian
Homeworld
Endor

Geejaws were reptavians native to Endor.

Known for their wide variety of calls and mimicry, geejaws were inquisitive creatures. They were small red birds with sharp beaks which they used to build nests, laying several eggs at a time, in which both parents would care for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws had to build nests high above ground or in hard to reach places.

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The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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K'lor'slugs were dangerous vermiforms native to the swamps of Noe'ha'on. They were also found on Korriban and Taris.

DesignationNon-sentient
Homeworld
Noe'ha'on

Biology and Appearance

K'lor'slugs were large worm-like creatures that possessed a serpentine body propelled by many dangerously-edged legs. The mouth was a gaping circular maw filled with concentric rings of teeth.

Behavior

K'lor'slugs were carnivorous hunters on their homeworld, possessing keen olfactory and visual senses in addition to a deadly venom. For reproduction, the creatures could lay more than 300 eggs in a single birthing period. When hatched, the young k'lor'slug was immediately ravenous for food. In addition to their aggressiveness, these creatures were considered pests aboard starships. They were known to invade the darkest spots on unsanitary space vehicles and breed. When dealing with more than 300 eggs hatching, an infestation aboard a space vehicle would become harder to control—and more potentially fatal—the longer it was tolerated.

History

K'lor'slugs were known to the galaxy as early as the time of the Great Galactic War of the Old Republic. Because of their notoriety as an aggressive and deadly species, especially among the spacers who encountered them aboard their starships, they were used as a holomonster playing piece in the popular strategy game, dejarik.

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The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see.

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The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The mandalorian deals one extra die of damage with its weapons (included).

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While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

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When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"N2MyZDIyNTNkN2E5","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame

1st level: energy shield, flame sweep, oil slick, ring of fire

2nd level: electromesh, magnetic field, overheat, pyrotechnics

3rd level: explosion, flaming shots, kolto cloud, sabotage

charges, tech overide

4th level: ballistic shield, elemental accelerant

5th level: immolate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"NTUzZDBmYjNkOTll","name":"Technological Advantage","type":"feat","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"MTk5MjE0MDY3ODQ2","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"YTMwYzdiZmUwMTRh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"YTMzNzU4MzNkYWQy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The mandalorian makes one weapon attack with its blaster carbine or tech blast.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2JmZjgxYWJlOTM1","name":"Blaster carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"Y2E4MzYzOGVhMWRi","name":"Tech Blast","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"MWM1MDllZWVlNWU5","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ZTM5ODUwMTM1MGMx","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ZDhkOGQxMWM4MTgx","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ex9rz5C7gnUWN0P5","name":"Immolate","type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fc1XTRTpr4FjyCSw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp","effects":[]},{"_id":"wxMTWYfS3tNmpl4X","name":"Elemental Accelerant","type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.7Twjeo1X2oUP9IZo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp","effects":[]},{"_id":"8tDU5TdriHOFcHos","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"rWSVbyr3EmPhv6aF","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"p2FehyGf4kAK3FkY","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"uaMXK9gqjyzTqpgH","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"X5NsvLjQeLREbRIL","name":"Flaming Shots","type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.M2G8hb5ubWzC2ofU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp","effects":[]},{"_id":"Y2Py9vLMlMsqnunX","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"lEy9ea2N49LOtdZA","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"WTRqfxO76i9FnrBk","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"q3nyRvoK0IdkBujZ","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"1VgEwjAKTSqxp7Vx","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"cpeCWz6dGyVQSohA","name":"Ring of Fire","type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i0Z07joWf3xkBk8C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp","effects":[]},{"_id":"7GlBOarS8dlNnyTf","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"xvcuuF8Cc9leq5Kd","name":"Flame Sweep","type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6aZ0FG6HwrUO28WF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp","effects":[]},{"_id":"kWvI283EHSRLpRle","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"tHrUiYJgZaSNUaqE","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"C8CFKQgsNDmAbK5v","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jaHzudJ1l7rOx469","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]}],"effects":[]} -{"_id":"W5C7mbrVxlJw1v4I","name":"Jensaarai Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":20,"min":0,"max":20,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerForceLevel":5,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","token":{"flags":{},"name":"Jensaarai Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"W5C7mbrVxlJw1v4I","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDJmNjczMDYxNmI2","name":"Jensaari Armor","type":"feat","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MmEzMDE5ZTY0ZjM0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points).

It can innately

cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MTE2YjU4NzhjNTZi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"YzIyYjc0YTM5NDRl","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MDdjOWQ4YTgzNzhm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jensaarai Apprentice makes two attacks with its Martial lightsaber

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NWE4MDJkMWI4MzA1","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MjhmYjIzZDhkZThk","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"mWgBqHB8Bq8oCXug","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"F9LSYmvF6AmObFdM","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J3ickW8TUt32FJ2I","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"y8nD2yN2rSURYsuF","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I0Mg0Y0BT1WK2XVX","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xOvuKfzSZ9KICGSY","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eRpVpVMEyOtkLmCr","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U0Bl2heJKibuTa5i","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/234_-_Tusken_Brute/avatar.webp","effects":[]},{"_id":"ZDM2OTg3N2IzOTlj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The tusken makes two gaffi stick attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2NkM2FhZWUxZDBm","name":"Gaffi Stick","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/234_-_Tusken_Brute/avatar.webp","effects":[]}],"effects":[]} -{"_id":"WMU4eQt0vHwaxTyj","name":"1.4 FD P-Tower Turret","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":"armor plating"},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"8d10 +10"},"init":{"value":0,"bonus":0,"mod":-3,"prof":0,"total":-3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":52,"min":0,"max":52},"bar2":{"value":10,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"When the P-Tower gets ready to fire, you can feel the charge, hear the hum, see the dish light up…It's a moment of hope. And then the blast just bounces off an AT-AT and you realize that the situation is hopeless…\"

- Lak Sivrak

ManufacturerAtgar SpaceDefense Corporation
TypeLight anti-vehicle laser cannon
Cost
  • 10.000 - 12.000 credits (new)
  • 2.000 - 6.000 credits (used)
Height2,8 meters (energy dish)

The 1.4 FD P-Tower was a light anti-vehicle fixed emplacement artillery weapon produced by Atgar SpaceDefense Corporation.

Description

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It was designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it had difficulty targeting fast-moving vehicles. The unit was quick to produce.

The main bulk of the weapon was a 2.8 meter high energy dish that had sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors were placed on the upper edge of the dish, and a single light laser cannon emanated from the center of the dish. To fire the weapon, energy was fed directly into each micropower router which held the charge until the firing computer registered that the Energy Conversion Point had been achieved. The power conversion cells around the dish glowed once the weapon was primed to fire. At that point, the firing computer channelled the energy from the router into the main power converter located at the center of the dish, firing the weapon. The energy beam moved through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that was effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower was considered to be an all terrain weapon, and could operate in temperatures from minus 100 degrees Standard, to plus 120 degrees Standard. The entire weapon could rotate three hundred and sixty degrees on a rotation platform for a full field of fire. At a cost of 10,000 credits, the weapon was inexpensive, costing less than half as much as similar weapons on the market. A blast from the weapon was equal to a standard artillery unit, and was known to take down vehicles as large as an All Terrain Scout Transport walker. Although designed to counter repulsortanks, the armor on heavy repulsortanks and All Terrain Armored Transport were able to deflect blaster bolts. In practice, the weapon was often more effective against stormtroopers than repulsorcraft.

At the rear of the unit was the firing computer linked to a targeting scope, along with a targeting and elevation mechanism that raised and depressed the dish. The P-Tower's hadrium-iode tracking system was capable of following targets through extreme weather. The targeting computer was unable to predict high-speed maneuvers from fast-moving craft, meaning that scoring direct hits on such craft was often down to the skill of the unit's gunners.

The design of the 1.4 FD P-Tower had several drawbacks. The weapon's main power converter was calibrated to specific power needs, fed from the micropower routers. If a single router was to fail or malfunction, the entire firing mechanism would shut down. The 1.4 FD P-Tower utilized an Atgar C-6 battery, which only retained enough power for eight shots before needing to be replaced. The battery was easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon had unlimited fire capability. The weapon also suffered from a low fire rate, and required ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents.

The weapon required a crew of four to operate, although the operators were all vulnerable to attack as the turret was not enclosed, leaving them vulnerable to enemy fire. The lead operator—known as the chief gunner—aimed and fired the weapon. The unit possessed an integrated targeting scope, but many operators were reluctant to stand so close to the weapon in an exposed position, so they used an artillery remote containing a small joystick controller attached to a portable firing computer with a readout screen. The other crew members were engineers who regulated the energy flow from the battery to the micropower routers and monitored the long recharge time between each shot, as well as replacing the battery once depleted. The weapon itself was protected by light armor plating.

History

Produced by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was introduced during the Clone Wars. A fixed emplacement weapon, it was deployed on military installations, space stations, and other facilities. By the time of the Galactic Civil War, the 1.4 FD P-Tower was outdated and readily available for purchase on the black market, and was used heavily by both mercenary and Alliance to Restore the Republic units, even though the weapon was no longer standard issue for the Galactic Empire who had progressed on to use more advanced models of anti-vehicle weaponry. In light of its continued use, Army Command was conducting a review regarding the inclusion of the weapon on the updated standard issue list for the Imperial Military, although it was found in service on some of the Empire's Outer Rim planets.

Due to its inexpensive cost, it was primarily used by the Alliance, and it was their most common piece of field artillery. It was detested almost universally by Alliance infantry commanders, who considered the weapon underpowered and unable to damage heavier Imperial combat vehicles. They questioned the use of an artillery weapon that limited their mobility and provided no protection to their operators. Despite the inexpensive cost of the 1.4 FD P-Tower, the weapon was still too expensive to abandon on the battlefield. In addition, the Alliance had trouble securing an adequate supply of replacement batteries to keep their units in combat readiness, and the distinctive glow given off by the power conversion cells proved to be a detriment if using the weapon at night as it could give away defensive positions. Although the low price tag kept the weapon in service, the Alliance began to slowly phase out the 1.4 FD P-Tower.

The Alliance utilized P-Towers to defend Echo Base on the planet Hoth, as well as in the defense of several other major bases and installations. The P-Tower's contribution to the defense of Echo Base on Hoth was crucial to allowing the Alliance troops to delay the Imperial advance long enough to carry out their evacuation of the base.

The New Republic conducted experiments into improving the 1.4 FD P-Tower, such as improving the weapon's range, overhauling the power system, and adapting the unit to take a power feed from a larger-scale generator. All generally failed due to the incompatibility of the weapon's decades-old electronics with modern technology. The failure of these projects, slow rate of fire, and the vulnerability of the operating crew led to the decision to phase the weapon out of service, and the unit was found only in the service of mercenaries and pirates. With the conclusion of the Galactic Civil War, the New Republic decommissioned its remaining P-Towers in favor of repulsorlift-equipped weapons platforms.

By the time of the resurrected Emperor's assault on the New Republic, the 1.4 FD P-Tower was an optional mounted weapon for SedriMotors Limited's Amphibion.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the\nFar Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family\nand their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the\ndeaths of nearly 365 trillion sentient beings during their invasion of the galaxy.\n

\n\t\t\t\t\t\t

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average\nHuman. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have\nsloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual\nmutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also\nhave short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser\namounts on both the head and body than Humans, but often wear it much longer than them, unless completely\nbald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of\nbeauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among\nthe Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very\nconductive, as if it was made specifically for feeling pain.\n

\n\t\t\t\t\t\t

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of\nthe Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are\ntargeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of\naction is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is\npossible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and\nthrowing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the\npressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.\n

\n\t\t\t\t\t\t

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain;\nnot as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to\ncreate the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By\nremaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a\nmanner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,\nand sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their\nbodies. Devotional practices to the gods call for bloodletting at prayer times.\n

\n\t\t\t\t\t\t

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs\nbetween two different castes is considered forbidden. They also greatly believe in honor: even under interrogations,\nthe word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they\ntypically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

\n\t\t\n\t\n\t\n\t\t

Technology. The Yuuzhan Vong have a fanatical hatred\nof machines, believing them to be abominations and\nan aront to their gods. Machines do not die, meaning\nthat they are capable of replacing organic life—which is\nsomething the Yuuzhan Vong would never allow.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were\nfully organic beings native to the Yuuzhan Vong\nhomeworld. Young amphistaffs grew in trios from\nleathery polyps, reaching out and snatching whatever\nprey could be found and redirecting it into the polyp's\ngaping maw, known as the groundmouth, thus feeding\nall four entities simultaneously. Eventually the\namphistaffs lengthened to around 2 to 3 meters, too\nlarge for their polyp to support them. They would\nbreak o, escaping their amphistaff breeding gla, and\nslither into the wilderness leaving the polyp to die.\nAmphistaffs saw in infrared light. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","token":{"flags":{},"name":"Amphistaffs","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"WOfhNqte6Z8kQiRJ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWY3NmI0YzkzODU1","name":"Shaped Fortitude","type":"feat","data":{"description":{"value":"

If damage reduces the amphista\u0000ff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff\u0000 drops to 1 hit point instead.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The healer can roll 1d4 and add it to a skill check or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"ZTdmZDRkZDgzMmE2","name":"Disciple of Life","type":"feat","data":{"description":{"value":"

When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"entityorder":{"order":130}},"img":"systems/dnd5e/icons/skills/light_08.jpg","effects":[]},{"_id":"Mzk1NDFlN2QwM2U0","name":"Force-Empowered Casting","type":"feat","data":{"description":{"value":"

The the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"YjQ3NDYyZDQzZjEx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,

Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of

Movement

5th-level: Improved Heal

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"MTljZjVjMTU4NzFj","name":"Force Shield (3/day)","type":"feat","data":{"description":{"value":"

When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"NzA5ZjA2ODQ1NjE5","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"MDNkMjMyYjg2ZmMz","name":"Preserve Life (5/day)","type":"feat","data":{"description":{"value":"

.

The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"eWOwvww55dJvcudy","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"xT7DPLEjWPRYIz8R","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"khm4XwvL0770Iitn","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HhNCyY8HWMM3MzBi","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8LJzmEwj5BlJ3ddU","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"gzWLOQpBgeyWcIUh","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OVNpWTDCCTPXjlfB","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"tVG5sEjuNYMJSybh","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"WdCUMfhxE9FRRpfr","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"teTtsLeXFC6fapPk","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hOISVBXLlK37SNN8","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3ISDeQdpS94tqPFv","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9d6WvhCBoe5t30g5","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"koZUj7PnDSX7aezm","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"ZlHA8deEWOlR5463","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1IFr14Wc4sA1833o"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"v03XGy19jI7oBZyM","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Qoh97hKUuwU7WmI4","name":"Aura of Purity","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HPtgWP83jKSyFWFp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]},{"_id":"ozSr5gMn2x1B6Yz6","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"gtUA4nELEnNeS3yQ","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0vg4efQp3BJQ9qVz","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]}],"effects":[]} -{"_id":"WhWgM0JVe3cUTDj5","name":"Jedi Knight, Weapon Expert","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"heavy combat suit, +1 from two weapon mastery"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":27,"min":0,"max":27,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.

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If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"NzZiY2U5Y2QzOGYw","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"MDY4Mzg4YTVhNmRm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points).

The

Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm,

sonic charge, burst

1st level: slow descent, phase strike, force throw

2nd level: stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

4th level: freedom of movement, force immunity

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"NWYxMDFiY2JjZjJl","name":"Double Bladed Strike","type":"feat","data":{"description":{"value":"

The jedi can attack with both blades when making an opportunity attack

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.

The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"ODEyMzk1YTcwZjZl","name":"Offhand","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"iZZBOw7BMUw9Mg6l","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"VN1TiqfREmYMs69m","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EcrJmgKjSNAA0tjz","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"hQ4yrXL5JcW31azb","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sn35CEyOuXMiCrfv","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dPOTXJP3kaIr3Azu","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"z5vNZnWMgQO4kdMm","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5pnHSk6ucbnlnt9x","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XSMjjC4XpZghXwM5","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fvWRIE1RmI4Lfv2Z","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BBQji6mzs70fVWRG","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"mcU4YIkuAWkp9Itg","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VI8X3FjhjDIHdU7","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8oddNbd92yDijLRE","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"WQcW6YfMqVycL0m6","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Fp3nji7NjUdKZeEY","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xFpOnwj9IYQqurUV","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"alAlWcFR0tsPoH18","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]}],"effects":[]} -{"_id":"WlchRIhESv8QQdAq","name":"Kolkpravis Tarkhan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"battle armor"},"hp":{"value":55,"min":0,"max":55,"temp":0,"tempmax":0,"formula":"10d8+15"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":55,"min":0,"max":55},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Tarkhan makes two meelee attacks with its Greater Shoni Spear.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the Tarkhan's next turn. The war chief can then make one attack as a bonus action.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: battle precognition, dark side tendrils, fear, force

mask, hex, sap vitality, wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, force lightning horror,

improved dark side tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

6th level: eruption, force chain lightning, scourge, wrack

7th level: force lightning cone, force project, ruin, whirlwind

8th level: death field, earthquake, maddening darkness, master

force immunity

9th level: mass hysteria

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When the Nightsister fails a saving throw, she can choose to succeed instead.

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While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

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The Nightsister can hide even when she is only lightly obscured by natural phenomena.

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The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NmNkYWNmMTkyNTBh","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"YmI4NmJiNTA1Zjk3","name":"Ichor Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"MzkzNjhiZmQ1OTRh","name":"Ichor Shield (1/day)","type":"feat","data":{"description":{"value":"

.

The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"ZWJmNGM4YmM4OGNl","name":"Ichor Lightning","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"OWZiMWFlZDZjMWYx","name":"Blood Trail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (2d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NDM4NGIzNjg2Yjgy","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"MThjZDI2YzQ5YjBj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NzQwYTQ3OTE5ZTg1","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"ZjBhYzAwZTVmZjhh","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"QnXOL0jlnPUE4N9X","name":"Mass Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3odfJsD1RezuxzDG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VyJX6RWSAX7ZvCbw","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]},{"_id":"1QLPwvV0uOVGwTe2","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"zBeHPtIhlMztywB1","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t8VH6iEOFCppxwe2","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"1Ipwt1gS7fIgrRLa","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"tdL8g7KgahqtQB2r","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"MrqpPzY0naSu5PHK","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sKtEFGDCFcBvBRuz","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"qH8crw6XbMz8orzy","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1WQecWHXpsw1pBXr","name":"Scourge","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Plague Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6d2wwUGy40FlGqaY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Scourge.webp","effects":[]},{"_id":"HgkNc69shKJ9bkRk","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"nIUA62KhMHfoGGRw","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5TmABAIi6kiVi3kX","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"17fBCl72XQOktM5V","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lYKoF3ADwn8T4Cvk","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"L3ETqTVvGVrpI23J","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6ETOlmj4bsuNBFQM","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"IUtWin1CeeT9FyME","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LZR1iNfbAjN5VdSg","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"pQsbTK7NYMdnj8rD","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"icH1OSO2dsscnqwR","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"PO9mxBGuAiJ3C1pe","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"Dehh1Kzvf0ILYseU","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"qCGvNZq4rEee4eNQ","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"ThJjASeAqd7Q4LE0","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QrsVcbuzWIRm5XLi","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"AZsubJxQoODtbzR4","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"YdQKEa3IwNO3ENuq","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dQHWHoEZ6bbGaozd","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"LuDrCkotBtRUcNVR","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"SAbImHCsvWimzAHa","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RJg757wFdu5oPxnz","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"yzM5UGQqqw8chmai","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"6LMoq3UlciXrEMI3","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"U4jB8h0vpV7F9qPh","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"baI77RKSRTu0B8lm","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"0bIu1orye1wKP0gE","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"OGOYv6SXtw3csefj","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3lAhi0ltthyJUVgR","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"XNcDdVBOuR8R3l9B","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"nZkfhYHM06DSokJe","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"k04IKsIasMUQOMJJ","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"T6tLSaN2NvlkxpJE","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"5KdPKBlKYBajZtl6","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":5040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"gjRbf9VnEtaXCC1d","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":5140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"XBZeSQ58zb2ELYlL","name":"Yuuzahn Vong Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"vonduun plate armor"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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The warlord can't be a\u0000ffected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

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As a bonus action, the warlord can change the form of its amphistaff\u0000.

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The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

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.

The warlord can make three melee weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene\u0000t from only one Leadership die at a time. This e\u0000ffect ends if the warlord is incapacitated.

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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The supercommando droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points).

The Nightsister

knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"YWQ3ZGJhZTA5ZDNh","name":"Mask of the Wild","type":"feat","data":{"description":{"value":"

The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"MDdiOTk1NjQxNmUy","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"N2IwYzgxNzNhN2M2","name":"Vibroknife","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"NThjMDg5NWE1YTMz","name":"Energy Bow","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"YmUyMzc2OWZjY2Ux","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"NjE3MjIxZjc0MzFm","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"ZDliYTM1NjljY2M4","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"5JIgALXzSJItXI1n","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ddMWZNZh2ZCrMNWA","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"MxMbxjsLd5z5XAnh","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tBumvRc3xLf9tn18","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"ijZDaNEq1LhfySBU","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"HPFlECS4NyIPfgAV","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mE2WcRuWxkF2DN0n","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"hSHFrHgSJsfHwcKV","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"oBiAVCzSeBAFoJWk","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"7VxKjjQNMivNzj4w","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"bErUoQ4DGV1H9kn8","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"OY3IDgvQoxFFKgXh","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"3qSA0A5pMymZod1o","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"QZQUNyyruw30mmmn","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"ysBkT9piAIl1WGr8","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"xxhLCMr9ha7A4O7f","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PvZT2MVvY3DQG772","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"PgaYaIMzGjRL2YA9","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"iSPdpjhGZisN8vsK","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VCs2fJ7gJm8ZqjFu","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"COQfAjA7rmtyQLpv","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"NqboAAizmerCOLyf","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"p1zobQDIuRr4dpS4","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qwTn2g3FHqUHDms3","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"X1XLaVryPzLQcKvh","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"FJzX0SbR6w0yq7GL","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xXvlY9b1yB149OGl","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"yIgi3sEeN8yYy9sz","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"uCNRqAt4ENHGfUxP","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"3JT0RNEyWh4v8MaN","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"udjff28SrGrn4FBT","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"XhaDRLwGcqqQDlaW","name":"Flesh Raider Berserker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"2d12+6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":19,"min":0,"max":19},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":"aberration","environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Rakata"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/avatar.webp","token":{"flags":{},"name":"Flesh Raider Berserker","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"XhaDRLwGcqqQDlaW","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWY4MGEwODZjNjZk","name":"Rage","type":"feat","data":{"description":{"value":"

On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"entityorder":{"order":204}},"img":"systems/dnd5e/icons/skills/red_10.jpg","effects":[]},{"_id":"Y2VmMGZhYmJhOWYw","name":"Blade Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/avatar.webp","effects":[]},{"_id":"OTkyOTU4NzZmODNl","name":"Feasting Bite (1/long rest)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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\"The IT-O's greatest tool is its reputation. Tell the suspect you have one, and show it waiting in the wings. This alone will often elicit a confession.\"

- Grand Inquisitor Torbin

Manufacturer
  • Imperial Department of Military Research
  • Imperial Security Bureau
ClassInterrogator droid (aka Torture droid)
Width0,3 meters
Mass10 kg
Sensor colorRed
Plating colorBlack

The IT-O was an interrogation droid designed by Imperial Security Bureau and employed by the Galactic Empire. Use of the IT-O was carefully controlled by ISB, though some models found their way into the hands of senior Moffs, military intelligence and even CompForce. They were also employed by Imperial Inquisitors and Stormtrooper garrison commanders.

Characteristics

\"I've heard whispers about these droids — torture devices invented by twisted Imperial minds. It is said that they can deliver unimaginable pain. Pain so intense that it has never been experienced before — worse than pain from any disease or wound known in the universe.\"

- Princess Leia Organa, prior to her first encounter with an IT-O Interrogator

It was a hovering droid similar in appearance to a remote, perhaps a third of a meter in diameter, with various attachments, deliberately frightening in appearance, used in torture. The droid was generally successful in getting information from prisoners using elaborate and scientific torture methods. First, it would inject the prisoner with a mentally disabling chemical that would decrease the pain threshold, while also forcing the subject to remain conscious. IT-O would do a read on the body, detecting the most sensitive areas like the genitals, joints, neck and many other less obvious body parts. Occasionally, the prisoner's vision may be obscured. A single torture session would usually last well over an hour. The droid had onboard systems to record the entire process, in case any information was lost in the screams of the prisoner. Its reputation was so feared that many prisoners began reciting their sins as soon as they saw an IT-O floating into their cell.

The IT-O's injection reservoirs could be filled with the latest drugs engineered by Imperial experts, such as Bavo Six and OV600. The droid could perform interrogation by itself or in conjunction with living questioners. It was designed with an emotionless personality to ask questions in flat monotone. When working with a living assistant the IT-O would often say nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

Many Imperial Officers realized that the droid's fearsome reputation was so great that they would make good guard droids and so posted them at access points to sensitive areas of their bases and starships. This worked for all but the most determined opponent, as the droid would often cause the infiltrator to panic and run, usually straight into the arms of a stormtrooper.

History

\"And now, your highness, we will discuss the location of your hidden Rebel base.\"

- Darth Vader

One such droid was used by Darth Vader in his interrogation of Princess Leia Organa in 0 BBY. When Leia Organa underwent her mind probe, she was injected with a powerful mind-altering hallucinogen that made her very susceptible to suggestion. With mere words from Darth Vader, Leia imagined herself in unbearable pain, though she was not undergoing any physical harm whatsoever. Her uncanny fortitude prevented her from divulging any Alliance secrets during this torment. IT-O models also did guard duty within Detention Block AA-23, with Luke Skywalker encountering such a model while trying to rescue Leia.

IT-O models, along with Remotes and Arakyd Viper probe droids, were used heavily as guard droids in Moff Rebus's underground sewer lair, as well as the Imperial Detention Facility on Orinackra, the ISO Building on Imperial Center, the Executor, and the Arc Hammer.

Eventually, the IT-O model would be succeeded by the IT-3 Interrogator.

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The IT-O Unit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Ranged Weapon Attack +3, Range 15/60 ft., One target. Hit : 1 (1) kinetic damage plus 7 (2d6) poison damage.

On a hit, the target must succeed on a Con. saving throw (DC 12) or become stunned for one round.

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Average height1,2 ft
Average length1,5 ft
Average wingspan4,5 ft
Skin colorPinkish grey
Hair colorWhite and grey
Eye color
  • Green
  • Blue
  • Yellow
HomeworldNaboo

The Twirrl was a carnivorous, mammalian falconid species, native to Naboo.

The Twirrl preyed upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl. It could also handle prey surpassing its own size by 10 percent. Their diet was supplemented by berries. Keen eyesight, precision flying, and extraordinary diving speed made them favorites for sporting and hunting parties. Twirrls were trained and used by Nabooian aristocracy for a recreational activity known as twirrling. It was known by experienced hunters not to keep Greysors and Twirrls together, even if both were domesticated.

Males staked out territories in the spring and mated with any willing females that passed through. They emitted shrill territorial and mating calls. Females gave birth once or twice a year and served as sole caretakers of the young. Typical litters were three to four young, with maturity occurring at approximately four months.

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If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

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The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master

knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect,

shock, sonic charge, turbulance

1st level: force propel, phase strike, slow descent, tremor

2nd level: animate weapon, force throw, phase walk, rescue,

stun

3rd level: convulsion, force lightning, knight speed, sever

force, telekinetic storm

4th level: disable droid

5th level: mass animation, telekinesis,

6th level: eruption, force chain lightning, telekinetic burst

7th level: whirlwind

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When the Jedi Master fails a saving throw, he can choose to succeed instead.

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The Jedi Master can survive for one hour within the vacuum of space.

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Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

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While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"NzE0NjlmNjE2YTU2","name":"Kinetic Ward","type":"feat","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"MzEwNWVjMmIzZTBk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MmZlZmIwMzBjNjE3","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 12 (2d6+5) energy damage plus 9 (2d8) energy damage

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.

The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

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.

The Jedi Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"YzIxMGUyM2RiZjk4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Master can cast an at-will force power

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"ZTgyMGE3ZGQ0Y2U2","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Jedi Master makes one greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"NjYxODBlNGU4NWYw","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"BlnuOzmlkiXExKPd","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"snpW6jLD5fKmcRt6","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"svWjjhPXMnDTTgEd","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"YLq8FtOb6ZQS47dv","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"atr0YZhIHMp5X08M","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eB9gx8n4uBidhHR4","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jmaynrsAV6MAs8jL","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nBFuyhEoHKUzSFyn","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XGJ5q0Ioph6rihvc","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hDaQmJzg5BIKm8OA","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pE3GNcBxoJjJCWQZ","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wbwzMMIZw1PMIOIu","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kMljVGOlS06uSKSX","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TG5s6O0uvXDo4o7p","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1hb6fBKXqqtimXxm","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"abjJWTOhqG15OZc1","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IJoNxG7JJdA4QJkq","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"RiXG5awvve1gwfNQ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"PRrkDbnyernDEs2M","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jb9ngdnA85Q9Sz1g","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QwvxNvcvugCm2Wo8","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"1DJG2lSiaYAQKCNw","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JOhQDO1DdJzfefWY","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uFYij5iL4aaRmsp1","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G5yElOH0J8bef9gP","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"G7NJ4HC71olEZB3r","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dz68uL1h25WeNdbM","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]}],"effects":[]} -{"_id":"Y4ssgOvFDCVkfaEa","name":"Mob","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d12"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes two improvised weapons attacks.

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\"It looks like some kind of primate. A veermok, or close to it. But they're native to Naboo, what's it doing here?\"

- Milo Graf

DesignationNon-sentient
ClassificationPrimate
Subspecies
  • Eriadu veermok
  • Woolly veermok
Average heightAbout twice the size of a human
Skin colorGray
Hair color
  • Dark brown
  • Dark gray
  • Black
Eye colorYellow
Distinctions
  • Jagged white claws
  • Sharp yellow teeth
  • Powerful forearms
Homeworld
Naboo
Habitat
  • Swamps
  • Woodland

Veermoks were a ferocious species of clawed and fanged primates native to the planet of Naboo. A distinct subspecies lived on Eriadu, in the Outer Rim Territories.

Biology and appearance

Veermoks were a non-sentient species of carnivorous primates that possessed a broad upper torso, long and powerful arms, but comparatively thin hind limbs. They had three-fingered paws tipped in jagged white claws, and a dog-like muzzle containing razor-sharp teeth. Their back and arms were covered in dark brown, woolly fur, but their lower anatomy was hairless. A single specimen had the strength of ten humans.

Behavior

\"Are they aggressive?\"

\"Very.\"

- Lina and Milo Graf

Living in swamps and moist woodlands, veermoks were arboreal creatures. They were also solitary creatures, spending a majority of their lives without others of their kind, and highly aggressive.

History

Veermoks evolved on Naboo, a bountiful planet situated in the Mid Rim region of the galaxy.

Veermoks in the galaxy

A very distinct subspecies lived on Eriadu, a world of the Outer Rim Territories that was practically galactic neighbors with Naboo. That subspecies differred from the more ordinary veermok both in appearance and social behavior.

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The veermok makes three attacks: one with its bite and two with its fists.

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ClassificationParasite
Average lengthApproximately 0,5 meters
Skin colorGreenish yellow
Homeworld

Geonosis

Brain worms were a species of parasitic worm from the planet Geonosis which were capable of entering the body of a host and taking control of it. During the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, the Geonosian Queen Karina the Great used brain worms to control a host of undead Geonosians. After Republic forces defeated Karina and her minions, a brain worm managed to infect the clone trooper Scythe and used him to infect a number of other clones and the Jedi Padawan Barriss Offee onboard the Republic medical frigate TB-73. Jedi Padawan Ahsoka Tano was able to prevent the infection from spreading further by using extremely low temperatures to combat the worms, saving Offee and most of the troopers.

History

During the Second Battle of Geonosis, Queen Karina the Great used the worms within her dead minions in the Progate Temple to endlessly pursue the search party sent by the Republic to find Jedi Master Luminara Unduli. The search party was led by Anakin Skywalker and Obi-Wan Kenobi. Queen Karina intended to use them to control the Jedi, but didn't succeed in inserting them.

After the battle, a surviving worm hatched and crawled into one of the clone troopers of the Tango Company resting outside the Progate Temple. As the company headed to the medical frigate TB-73 going to the Ord Cestus medical station, the infected clone brought more eggs in his backpack and eventually infected the entire clone crew. The clones took control of the ship, attacking its other members, and proceeded to infect Barriss Offee. Ahsoka Tano ruptured the ship's coolant system, weakening the worms. Subsequently, Ahsoka and the infected Barriss dueled, but the cold finally got to the worm in Barriss, and Ahsoka killed it as it was crawling out. Barriss and all clone troopers aboard the ship besides Trap, the pilots, and two other clones were saved. Trap and the other two clones were killed by Barriss and Ahsoka in self-defense, and the pilots were killed by infected clone troopers Ox and Edge.

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The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power.

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The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

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The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feetof the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.

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Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"MWFhZWIzMzcyYTYx","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZTRkY2MyMWI2YmQ3","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ODg4ZDQwNWM5YTRm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull, force disarm,

lightning charge

1st level: battle precognition, phase strike, hex

2nd level: dark shear, animate weapon, darkness, phase walk

3rd level: dark aura, knight speed, sever force, choke

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"OWI2M2M3OTNmYmU2","name":"War Casting","type":"feat","data":{"description":{"value":"

When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"MGUzMjAzODRkZGZk","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"OGRkZGEwZDY3NTcz","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZGIxNGE2ZTA5MDMw","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZmZmNjM3ZTQwNTA2","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"YTg2M2E5YzVmNjcx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZmZkMDhjYWRmYjkz","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"mYqMrTmfp1Uz3i4U","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"9lsDYVHfiXincpgm","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"rqrJ2LcMqLuFzmYw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"wxfP9D19gSqGdEaR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LS64O8KSasO4ts0D","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"Mx2FKL6BrFKyW1sm","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"6ZsnEfeG1gvxNanu","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"39dHhiapEwHv6gLH","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"2zh2KLLEVzsF6i32","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"wawDSvmzriO6oCLX","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OU5cNyLJr7Hv4N2j","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"JsA32JvJfycOZc7U","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WeyZCUrh5pRDoFYQ","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"TwR3Dcy2Aw9GFnM8","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"QFEfpkcf0jZMiC8k","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rR8CiQaNx7wrclXF","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]}],"effects":[]} -{"_id":"YfzNNGi2o4aHWL4A","name":"Sando Aqua Monster","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":30,"proficient":1,"min":3,"mod":10,"save":18,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":28,"proficient":1,"min":3,"mod":9,"save":17,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":8,"proficient":1,"min":3,"mod":-1,"save":7,"prof":8,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":12,"prof":8,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"23","min":0,"formula":"natural armor"},"hp":{"value":546,"min":0,"max":546,"temp":0,"tempmax":0,"formula":"28d20+252"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":50,"walk":20,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":546,"min":0,"max":546},"bar2":{"value":23,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"

\"There's always a bigger fish.\"

- Qui-Gon Jinn

DesignationNon-sentient
ClassificationMammalian
Average length160-200 meters
Average mass54.000 tons
Average lifespan100 years
Skin color

Tan

Eye ColorYellow
Distinctions
  • Sharp teeth
  • Nostril
  • Long body
Homeworld
Naboo
Habitat
Oceans and lakes
Diet

Carnivorous

Sando aqua monsters were enormous, muscular predators that could be found in the oceans and lakes of Naboo. Although they could grow up to 200 meters, they were rarely seen. Thanks to their sharp teeth, they were capable of biting through the strong armor of the opee sea killers.

Biology and appearance

Measuring between 160 and 200 meters in length, the sando aqua monsters owed their name to their gigantic size. Despite that, they managed to hide in their native oceanic depths. Sandos had heavily muscled bodies that looked almost feline, with strong limbs ending in finned claws that propelled them through the depths.

Their huge mouths allowed them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth, they were also the only predators capable of biting through the hard shells of the opee sea killers.

Their life-spans typically reached one hundred standard years.

Behavior

The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish.

History

The sando aqua monsters hailed from Naboo, a Mid Rim planet whose core comprised a network of underwater tunnels. Although the Gungans, the sentient amphibians native to Naboo, rarely encountered living specimens, there were reports of washed-up sando corpses on beaches. For most inhabitants of Naboo, the sando aqua monster was more of a terrifying myth than a reality.

In 32 BBY, a sando aqua monster attacked and killed an opee sea killer and a colo claw fish that were chasing a Gungan sub.

At some point during the reign of Queen Padmé Amidala, two poachers captured a baby sando aqua monster and hid it in the royal boathouse, prompting its mother to lay siege to the building. The Queen herself intervened, setting the young creature free so it could swim away with its genitrix.

Sando aqua monsters in the galaxy

Sabine Wren painted a stylized sando aqua monster on the Phantom's hull.

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The monster can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"YmJmNjNlY2Y1MTRi","name":"Freedom of Movement","type":"feat","data":{"description":{"value":"

The monster ignores difficult terrain, and effects can't reduce its speed. It can spend 5 feet of movement to escape from being grappled.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"YTI4MjkxNTRhNDEz","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the monster fails a saving throw, it can choose to succeed instead

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ZmYxNzU0ZTQ4YTc4","name":"Gargantan Strength","type":"feat","data":{"description":{"value":"

The monster's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ZjUyMDEzOGQ2NjFl","name":"Siege Monster","type":"feat","data":{"description":{"value":"

The monster does double damage on objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"MWQ2NmM1YjRjMjkx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage.

If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 17 (2d6+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"MGIxOWRhZGM5ZDJk","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ODAwMTQ4MjhmMWFh","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

.

Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"MzMzOWJlZWRjM2Fh","name":"Water Torrent (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"NDViZjYzZDU1NTEw","name":"Swallow","type":"feat","data":{"description":{"value":"

.

The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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.

The monster makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage.

The monster makes a tail attack.

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A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool. The monster creates a whirlpool in the water at a point within 30 feet that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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The Hutt adds his Strength modifier instead of its Charisma modifier on Intimidation checks.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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The Hutt makes two slam attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is knocked prone.

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The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8 + 5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

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.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Skin color

Mainly grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Clone trooper medics were clone troopers who were equipped to diagnose and treat wounded soldiers.

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bacta products. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

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The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Field Medic has 7 tech

points and knows the following powers:

At will: temporary boost, electroshock, assess the situation

1st level: expeditious retreat, kolto pack, flash

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 3 (1d4+1) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1+1) kinetic damage

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You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"o7593pDTga6Xn4hn","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"FmOXAdSYCkDdNV6x","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"KUyAdUzjlhweaTAN","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"S7pnxHCjNX1OVAKn","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"vkyP7JKoUi4oD7HU","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]}],"effects":[]} -{"_id":"ZVBAxTX382iaL4aO","name":"Flesh Raider Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":32,"min":0,"max":32,"temp":0,"tempmax":0,"formula":"4d12+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":11,"bar1":{"value":32,"min":0,"max":32},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":"aberration","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Rakata, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","token":{"flags":{},"name":"Flesh Raider Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZVBAxTX382iaL4aO","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDg3YzJiZmYyYTQ1","name":"Forcecasting.","type":"feat","data":{"description":{"value":"

The Flesh Raider Apprentice is a 4th-level

forcecaster. Its forcecasting ability is Charisma (Power

save DC 12, +3 to hit with force attacks) and it has 13

force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward.

1st-level: curse, sap vitality.

2nd-level: drain vitality, force camouflage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","effects":[]},{"_id":"YzUzMzM4ZDZlMmRk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Flesh Raider Apprentice makes 2 Lightsaber Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDU1ZWZiYmY3ZmFk","name":"Lightsaber Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","effects":[]},{"_id":"ZDA4MTdmOTQwODkz","name":"Feasting Bite (1/long rest)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","effects":[]},{"_id":"AvNwcSXPBxs4patI","name":"Curse","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":10,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"PpbCISJyiAqSrwx7","name":"Drain Vitality","type":"power","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VfFmMyxEPcCocgCM","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi has advantage on saving throws against poison and disease.

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When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

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When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

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The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

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The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"M2JkYzMwNDdkNDYy","name":"Slow Time","type":"feat","data":{"description":{"value":"

The Jedi adept increases its speed by 5 x 1d6.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"ZDBiMGIxZGY3ZDc3","name":"Blade Dance","type":"feat","data":{"description":{"value":"

When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"MmNkMWU2MDk4ZGMz","name":"Blade Storm","type":"feat","data":{"description":{"value":"

Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"YmU0NWZiOTVkMWI5","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber

ward

1st-level: battle precognition, cloud mind, heal, project,

sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage,

force sight

3rd-level: force repulse, sever force, knight speed

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"ZGQ1YWI4OGYyNjM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jedi adept makes two lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"OWIzNjY2OGJiODVi","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"img":"systems/dnd5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"EVGQnTKTF5836yPh","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oz9LRWTvD1UwvqBb","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"w5pZAIVwdXjbbJjn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"JZ6h7Xj95lzlA3YB","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"qZLxV8J9WXvAbRf6","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"vxv9n1WZtEYXjvfA","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"xCkyyH16adqmpSEG","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vgjtUqAef6nXOA9E","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"Ciiw58bAELFyuuRL","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6v1XJOlZNWHzeplO","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"40uTnlvyudHN6BOr","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bWoDEmuBOFt96Shg","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"n9XEb6mqbsOX9sqp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lnhUpvucXFnSltBl","name":"Danger Sense","type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WBNy29tnkclypOVZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iU2af0HI6ughTPnB","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Uemt7AIkt0vTeI9e","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OcwXorROcKz8x9Sl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"huOK25pX5ZddR6vA","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4MwwehHLEzwWzrmm","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wFE9LF4o6I20dKMi","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]}],"effects":[]} -{"_id":"ZoMhbhAjtTMGMxGA","name":"Tauntaun","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"9","min":0,"formula":""},"hp":{"value":15,"min":0,"max":15,"temp":0,"tempmax":0,"formula":"2d10+4"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":15,"min":0,"max":15},"bar2":{"value":9,"min":0,"max":0},"senses":{"special":"passive Perception 9"}},"details":{"biography":{"value":"

\"I thought they smelled bad on the outside!\"

- Han Solo

DesignationNon-sentient
ClassificationLizard
Races
  • Climbing tauntaun
  • Giant tauntaun
  • Glacier tauntaun
  • Scaly tauntaun
Average height1,3 - 2 meters at the shoulder
Hair colorWhite
Homeworld
  • Hoth
  • Umbara
Habitat
Snowy plains
DietOmnivorous

Tauntauns (pronounced /tän'-tän/) were a species of omnivorous reptomammals who were indigenous to the icy planet of Hoth. Tauntauns were commonly used as pack animals during the Rebel Alliance's stay at Hoth. Tauntauns were also used as patrol mounts when it was learned that the Rebel Alliance's own vehicles could not cope with the very cold weather.

Anatomy

Tauntauns shared similar characteristics with kybucks, however were genetically different. They featured a mix of traditionally reptilian features, such as a lack of mammary glands and scaly skin. They had a layer of blubber under fur which ranged from gray to white and covered their bodies. They also have mammalian characteristics, as were also warm-blooded, and gave birth to live young; and in other ways, they can be also considered to be marsupials due to their appearance and mating process. Known subspecies included the glacier tauntaun, scaly tauntaun, climbing tauntaun, and the giant tauntaun (also referred to as the common tauntaun).

Tauntauns possessed numerous evolutionary adaptations to the bitter, cold environments of Hoth. Those adaptations included wide feet for running across icy surfaces, swiveling ears, thick blubber, chambered lungs, two pairs of nostrils, and a digestive system that excreted wastes as oils through skin pores, producing a distinctive odor. Their four nostrils served to warm inhaled air. Their larger pair were used to bring oxygen into the blood stream during physical exertion. When lying down to sleep, the larger pair sealed to keep snow out, and the second pair took over. A well-muscled tail extended a meter from their bodies to help maintain balance. They had clawed feet and hands to gain purchase on the ice. Their feet were also tridactyl, with splayed toes to act as natural snowshoes. The most important feature of tauntaun physiology was their unique blood mixture that was resistant to the tundra winds and kept their organs from freezing.

Despite these adaptations, tauntauns sought shelter at night to avoid the extreme nighttime temperatures of Hoth. When shelter was unavailable, they used their evolved ability to hibernate during low nighttime temperatures, maintaining a lukewarm internal temperature. Some tauntaun breeds actually froze to death if awakened after sundown. When not eating the fungus that grew beneath the frost layer or lichens found in glacial caves or valleys the omnivorous tauntauns were also known to eat ice scrabblers and Hoth hogs.

Tauntauns were matriarchal animals and lived in herds of twenty to thirty individuals. Horn-butting matches were common among both males and females who hoped to establish dominance. Tauntauns were able to give birth to two young at a time, which would occur twice within one Hoth year. Though they lacked mammary glands, tauntauns could regurgitate a form of \"milk\" produced in their crops.

They tended to be ill-tempered, a natural result of evolving in such an inhospitable environment. A peculiar form of \"attack\" among the females, and some of the males, during mating season was their spitting ability. Tauntauns would spit at each other's eyes, with surprising accuracy. While their smelly saliva was by no means deadly, it was quite inconvenient to have any liquid freeze near their eyes in Hoth's blizzards.

Predators

Tauntauns were the primary prey of the wampas. Besides their horns, natural camouflage, and their safety in numbers, tauntauns also relied on their ability to run 90 kilometers-per-hour to survive. The wampas got around this by ambushing their prey -- attempting to kill them before they could escape. The wampas would then drag the tauntauns to their caves and either eat them or hang their corpses upside down.

Domestication

If domesticated, tauntauns would require a grooming parlor to breed. Such a place would stink like the dirtiest imaginable kitchen to a sentient.

Although they were stubborn creatures, tauntauns made ideal patrol mounts for the Rebel Alliance's Echo Base in the absence of repulsorcraft, which were unreliable in Hoth's extremely cold climate. Personnel such as Corporal Vyn Rolado were responsible for taming the alpha female of a tauntaun pack, which allowed the Alliance to easily train the remainder of the pack. It was discovered that the ultrasonic frequencies given off by certain droid models irritated the mounts, and they would use their tail to swat any of those droids who happened to wander too close. Tauntauns were occasionally attacked by wampas in the ice caves of the rebel base.

The Hutt gangster Jabba Desilijic Tiure kept the head of a tauntaun as a trophy hanging on a wall in his throne room. Captain Ozzik Sturn also had a head of a tauntaun in his private quarters on Kashyyyk.

Some years after the Galactic Civil War had ended, tauntauns were exported from Hoth to the cold-climate regions of other worlds such as Coruscant. They were used as mounts, beasts of burden and tourist attractions. However, they longed for their old home and became surly and stubborn because of this homesickness.

Also by the time of the Second Galactic Civil War, small stuffed tauntauns were available as children's toys. The smooth, silky fur of the plush made it pleasant for young children to snuggle with. Jacen Solo had given one to his daughter Allana as a gift to make sure that she and her mother Tenel Ka were not the sacrifice he had to make to become a Sith Lord. The toy inspired her to want a real one from the Coruscant Livestock Exchange and Exhibition, but her grandfather Han Solo denied her due to his experience on Hoth, stating the creature's unpleasant smell.

The droid L9-G8 once made tauntaun chowder for the Prince of Tamboon.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/127_-_Tauntaun/avatar.webp","token":{"flags":{},"name":"Tauntaun","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/127_-_Tauntaun/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZoMhbhAjtTMGMxGA","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZmM4NmJlMjk1MjRl","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/127_-_Tauntaun/avatar.webp","effects":[]}],"effects":[]} -{"_id":"a5bGy2IZglfdG1sw","name":"Trooper, Squad","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":1,"min":3,"mod":0,"save":3,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"light battle armor"},"hp":{"value":175,"min":0,"max":175,"temp":0,"tempmax":0,"formula":"13d20+26"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":175,"min":0,"max":175},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"I put my faith in diplomacy. We can't solve all of our problems by throwing troops at them.\"

- Republic Senator Padmé Amidala, during her mission to Rodia

Troopers, sometimes referred to as troops, were soldiers who served in a military force, such as that of the clone troopers of the Grand Army of the Republic, who were bred on Kamino, the stormtroopers of the Galactic Empire, elite troops deployed on the frontlines and stationed aboard installations such as Star Destroyers, the Alliance troopers of the Rebel Alliance, the stormtroopers of the First Order, and the Resistance Troopers of General Leia Organa's Resistance.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

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The squad can take one reaction each turn.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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.

The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

World Devastator

World Devastators, also known as World Smashers,\nWorld Sweepers, Planet Smashers, or City Eaters, are\ngigantic superweapons, successors of the Imperial\nLeviathan, with strong tractor beams attached to them\nthat can wreak havoc on planets. They were designed\nby Umak Leth and employed by the Galactic Empire\nunder the reborn Emperor Palpatine.\n

\n\t\t\t\t\t\t

A Devastator's primary tactic is to land on the\nsurface of a planet where its mighty tractor beam\nprojectors can literally tear the planet beneath it apart.\nThe deconstruction of the planet and its resources will\nthen be used for both fuel for the Devastator and for\nits massive foundries which churn out starships,\nstarfighters, and droids which may be sent into battle\nstraight from the assembly line. The internal factories\ncan create anything from a starfighter or speeder to a\nmedium-sized cruiser, given enough resources.\n

\n\t\t\t\t\t\t

Each World Devastator is controlled by a central\ndroid brain—sentient crewmembers are aboard to\noversee production and handle navigation or weapons\nsystems. The droid brain is responsible for creating the\nnew weapons of war, and is programmed with a massive store of ship types and parameters,
\nable to create a wide variety of vessels for any combat situation.\n

\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

In addition, the factories can also focus on upgrading\nthe World Devastator itself; a portion of the raw\nmaterials created in the molecular furnace is set aside\nfor advancements to the main body. With these unique\ncustomizations, no two \"mature\" World Devastators\nare truly alike. Given sucient time and resources, a\nWorld Devastator can even manufacture more World\nDevastators.\n

\n\t\t\t\t\t\t

These machines' shields are so strong that even\nconcentrated turbolaser re cannot penetrate them,\nand most times any contact with another enemy ship\nresults in the consumption of that ship by the World\nDevastator. Newer, smaller Devastators carry their\nshield generators on their outer hull, which may be\nvulnerable to starfighter attack. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":28,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":120000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","restrained","stunned","prone","blinded","charmed"],"custom":"Petri\u0000ed, Incapacitated, Disease"},"languages":{"value":[],"custom":"Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":10,"passive":20,"prof":0,"total":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/443_-_World_Devastator_2C_Juvenile/avatar.webp","token":{"flags":{},"name":"World Devastator, Juvenile","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/443_-_World_Devastator_2C_Juvenile/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"a9GF3ap4b0AooSUb","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjZjY2IzZGQ5MGZh","name":"Circuitry","type":"feat","data":{"description":{"value":"

The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/443_-_World_Devastator_2C_Juvenile/avatar.webp","effects":[]},{"_id":"Yjc2NjBmMDg5ZTA5","name":"Droid Manufacturing","type":"feat","data":{"description":{"value":"

The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/443_-_World_Devastator_2C_Juvenile/avatar.webp","effects":[]},{"_id":"ODhhOWVkM2MwNzEx","name":"Earth-Shaking","type":"feat","data":{"description":{"value":"

As a bonus action, the world devastator can send a shock wave through the ground in a 300- foot-radius circle centered on itself. That area becomes di\u0000cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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The world devastator employs heavy shield generators, making it di\u0000cult for smaller arms to damage it. Unless the damage from a single attack or e\u0000ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e\u0000ect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/443_-_World_Devastator_2C_Juvenile/avatar.webp","effects":[]},{"_id":"ZWMyN2ZlMWY5Mjhm","name":"Interior Vulnerability","type":"feat","data":{"description":{"value":"

The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such eff\u0000ects that occur in its interior.

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If the world devastator fails a saving throw, it can choose to succeed instead.

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When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is aff\u0000ected by a tear in hyperspace and appears 5d100 miles away in a random direction.

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Creatures of Huge size or smaller can stand in the world devastator's space.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The world devastator makes three point- defense attacks.

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The world devastator chooses a point within 320 ft and lets loose a barrage of blaster \u0000fire from its point defense system. Each creature in a 15 ft. cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator makes one of the following blast attacks.

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The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the \u0000rst time in a turn, including when the world devastator creates the \u0000eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the \u0000eld. A restrained creature repeats the saving throw at the end of its turn. The \u0000eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

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The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) \u0000re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

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The world devastator manufactures a squad of droid troops. It deploys 1 B1- Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

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The world devastator makes a Wisdom (Perception) check with advantage.

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The world devastator makes a single attack with its point-defense.

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The world devastator regains 52 (5d20) hit points.

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Average Height3 to 4 meters at shoulder
Skin ColorPurple
Distinctions
  • 4 legs
  • 4 long horns
  • 2 long, sensitive ears
  • protective, cartilaginous spines on back
  • shaggy fetlocks
  • thick neck 
Homeworld
Naboo
Habitat
Swamp
Diet
Herbivorous

The hrumphs were powerful, thick-necked herbivores native to the Gungan Swamps of the Mid Rim planet Naboo.

Description

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears. They were not choosy about their food, because they had a sharp beak for nipping tough xosha grass, which they knelt to reach, and the bark of hsuberry trees, tassler trees, and hydenock. Three to four meters long at the shoulders, hrumphs were quite large. Hrumphs had sparsely-haired hides and protective cartilaginous spines on their backs. They also had shaggy fetlocks to protect against nipping crustaceans.

Hrumphs were quite nearsighted and, with an irritable temperament, they never hesitated to charge. They were also good leapers, despite their bulk. Female hrumphs gave birth to one calf at a time. Herds defended young from predators like veermoks by encircling them and facing outward like a shield.

History

Hrumphs were also found on Aargonar and the Outer Rim planet where Darca Nyl met Samuel. They were used by the Gungans to populate Ohma-D'un as well. Like banthas, they would stand by cliffs to take advantage of the cool air wafting up from hidden caves. Using his knowledge of bantha behavior, A'Sharad Hett observed the hrumphs on Aargonar to find a cavern in which he and Anakin Skywalker could hide.

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If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/219_-_Jawa_Tinkerer/avatar.webp","effects":[]},{"_id":"OGI4MTJlMzg1YTU3","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The jawa is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 12, +4 to hit with power attacks). The jawa has 6 tech points and knows the following powers: At will: electroshock, mending, on/off 1st level: oil slick, overload, repair droid.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/219_-_Jawa_Tinkerer/avatar.webp","effects":[]},{"_id":"YjRjYmViN2RhZTBi","name":"Grovel, Cower, and Beg","type":"feat","data":{"description":{"value":"

.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/219_-_Jawa_Tinkerer/avatar.webp","effects":[]},{"_id":"bP1oLBKD2iczml4w","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"hu6UzSxdURt1FDeg","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"CzKr9Vzwy0xKZA5j","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"s1bCba9HUg4XS7bC","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"ASdWC7v7o40evHtF","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"e8xbTdcTak5wi5bG","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

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The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

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The augmented wookiee berserker has advantage on initiative checks.

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The augmented wookiee berserker rolls two additional damage dice on a critical hit.

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When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

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Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The augmented wookiee berserker makes three attacks with its unarmed strike.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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\"We have them on the run, sir… They're no match for droidekas.\"

Rune Haako, to Nute Gunray

ManufacturerColicoid Creation Nest
ClassBattle droid
CostOver 200 times that of a B1 battle droid
Height
1,83 meters
Mass75 kg
Sensor colorRed
Plating colorBronze

The droideka (a compound word combining the Basic word \"droid\" with the Colicoid suffix eka, meaning \"hireling\" or \"drone\"), also called the destroyer droid (destroyers for short), wheel droid, roller, or rollies in clone trooper slang, was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders such as General Grievous favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Description

\"Droidekas are fast… very fast.\"

- Urai Fen

The droideka was designed by the carnivorous Colicoids of Colla IV, who were displeased by the limitations of Baktoid Combat Automata's basic B1 battle droids, and chiefly manufactured on their homeworld. The Trade Federation traded rare meats to the Colicoids as a way to ease bargaining with the ravenous insectoids, and were able to enjoy special rates on these normally very costly droids. So by cutting down the costs of these battle machines, the Confederacy of Independent Systems (CIS) was able to get shipments of them by the hundreds. Before the Federation's defeat following their Invasion of Naboo, these droids were usually slaved to a central control computer. This technique fell out of favor in the aftermath of said battle, however, and they later functioned independently like the B2 super battle droids did. Even before that time, the droidekas on Colla IV were not slaved to a central computer, this independence rendering them both much more expensive and much more lethal. What also made them unique to battle droids was that they could roll into position on the battlefield and act as a turret. Due to their construction and design, they were over 200 times the cost of a regular B1 battle droid.

They were more formidable than the Federation's more numerous battle droids for several reasons. They were able to transform into a \"wheel\" configuration, allowing rapid movement and compact storage. When they encountered their targets, each of the bronzium-armored droidekas would unfold into a tripodal weapons platform, armed with a set of two twin blaster cannons which could unleash a withering torrent of firepower, though some were equipped with a blade weapon on one of the arms, such as a buzzsaw or a vibroblade. Often, they were also equipped with deflector shield generators. These personal energy shields projected could endure much punishment, capable of deflecting or absorbing virtually any manner of energy or projectile fire up to the level of a light artillery bolt, as well as rebuffing lightsaber blades and physical attacks. The shields were powered by a starship-class fusion generator housed in a bulb at the junction of the droideka's legs. However, there was a weak point at the very top of the shield, a point where lightsabers would be able to penetrate. Many Jedi took advantage of this weak point, and it was the most commonly used method of dispatching them in the Clone Wars. Additionally, the effectiveness of these droids was bolstered by their lack of the usual requirement for photoreceptors; instead, droidekas utilized non-visual composite radiation sensors, less likely to be distracted by light-based effects.

Droideka dispensers were sometimes used to transport and deploy these droids even in the middle of intense combat zones, proving a serious nuisance to enemy troops.

History

Pre-Clone Wars

\"Master! Destroyers!\"

- Obi-Wan Kenobi, upon seeing a droideka aboard the Saak'ak

Droidekas were used before Naboo in the Trade Federation's attempt to annex Alaris Prime and expel the Wookiees attempting to colonize it, but the Wookiees, with the intervention of Jedi, were able to repulse the Trade Federation forces.

The Trade Federation utilized large numbers of droidekas during the Invasion of Naboo, where they proved highly effective against Naboo forces. They were used to great effect against two Jedi—Qui-Gon Jinn and Obi-Wan Kenobi—on the flagship Saak'ak, where just two of them forced the Jedi to flee. They were also used during the Battle of Grassy Plains, where they massacred Gungan warriors and were responsible for destroying the Fambaa shield generators. However, they were disabled when Anakin Skywalker took out the Droid Control Ship. After the crisis, the Galactic Republic obtained some droidekas from the reparations given to the Trade Federation, and used them onboard Outbound Flight as security enforcement, and would be obtained by the Vaagari by this way.

Clone Wars

After the Trade Federation joined the Confederacy of Independent Systems, droidekas became mass-produced in Separatist droid foundries and were a common element of the Confederacy armies. They were used in the initial Battle of Geonosis, where most of them were stored aboard core ships which were hence unavailable for the battle, although they were used heavily in the arena stage of the battle. Over the course of the war, they proved extremely effective against enemy clone troopers and Jedi Knights, with even Obi-Wan Kenobi bearing scars from them; they posed a challenge even to elite Republic soldiers such as Delta Squad, as proved aboard Prosecutor.

They were also sometimes used as bodyguards for high-ranking Separatist figures such as San Hill. However, they met their match in the JK-13, which was not brought into mass production as the Jedi feared it would be. Indeed, the mere presence of droidekas was enough to make Jedi or other enemy forces retreat or surrender. During the Battle of Cato Neimoidia near the end of the war, squads of droids pinned down a group lead by Anakin Skywalker and Obi-Wan Kenobi, and were only destroyed by an artillery strike.

An unusually large concentration of droidekas were used in the assault on Coruscant, where they were repulsed by Yoda. In the same battle, droidekas also formed part of the team that captured Anakin Skywalker and Kenobi aboard Invisible Hand, although the Jedi exploited a weakness in their shields during the firefight on the bridge.

Unarmed droidekas were used as shooting range targets as part of the training of clone sharpshooters.

At the end of the Clone Wars, the droidekas were de-activated after Darth Vader's execution of the Separatist Council under Emperor Palpatine's orders.

Aftermath

\"Yes, the so-called 'destroyer droids' used by the Trade Federation during the Clone Wars. The Empire has a stockpile of the droids and has reprogrammed them to guard various installations across the galaxy, including a research station and the mine here on Lok. The droidekas are programmed to attack anyone who shouldn't be there.\"

- Sergeant Moore

The remaining droidekas were purchased by the Corporate Sector and other organizations, such as the Galactic Empire. By the time of the Yuuzhan Vong War, a few system security forces still utilized droidekas. Droidekas were also used by colonies on undeveloped worlds in Wild Space as perimeter guards at night to guard against native predators. In 19 BBY, Droideka's were used by stormtroopers against Jedi Fy-tor Anna. Some fell into the hands of smugglers and criminals, and the Vagaari managed to obtain at least one unit. During the early years of the Galactic Empire, many droidekas were used by Gizor Dellso in the Battle of Mustafar. All were destroyed when the Empire bombarded the planet. One was repaired by Osaji Uhares during the Galactic Civil War. Around this time, six modified Droidekas were used as the leaders of security squads in Aucellis Park, an entertainment park that was located on the moon Keriba VI. In about 12 ABY, the renegade Jedi Dal Konur obtained some droidekas from a warehouse on Wayland and he deployed them on Bilbringi.

Tyber Zann and Urai Fen managed to capture an abandoned clone war era droid factory on Hypori from the automated security droids protecting it. A large Hutt Cartel force including Jabba Desilijic Tiure and Bossk (who was quickly bribed into defecting,) had set a trap for the two crime lords, but Urai was quickly able to reprogram the Destroyer Droid MKII security force to respond to Tyber, and managed to force Jabba to retreat. After taking Hypori Zann established many facilities devoted to the manufactore of the these droids to be used as heavy support units for the disruptor-armed infantry of the Zann Consortium.

Due to the strength of their blasters and their built-in shields, droidekas proved to be a serious threat to Jedi, especially when in groups. A few years before the Yuuzhan Vong War, Luke and Mara Jade Skywalker encountered a droideka aboard the remains of the Outbound Flight Dreadnaught-class cruisers. Even though it was decades old and not operating at its best, the two still had a difficult time defeating it. However, this version had some interesting additions, one of which was the ability to fire its blasters while in rolling configuration.

Design flaws

\"Data shows that the standard droideka was made with one design flaw: the shields must maintain a continual supply of energy, which may result in an overload if battered enough.\"

- TC-38

Despite being a formidable droid, the droideka had one major design flaw. Its shield was designed to enclose the droideka in a standing position, but if the droid was knocked on its side or against a wall, the shield had no way of distinguishing the wall or floor from a blaster bolt or lightsaber. This meant that the shield generator had to continue supplying energy to the shield, resulting in an overload, as demonstrated during the rescue on the Invisible Hand. The shorted-out shield generator would leave the droideka vulnerable. Also, in the rolling position, the droideka's shield could not be activated, leaving it vulnerable while rolling from place to place. This technique was demonstrated by Republic Commandos infiltrating a Separatist core ship during the Battle of Geonosis and later by Anakin Skywalker and his padawan during the Battle of Christophsis. Also their shields were substantially weaker behind the droid, making them relatively easy to take out from that position. They also apparently seemed to be vulnerable to Force techniques, as Obi-Wan Kenobi used several to knock out approaching droids (and even slow down General Grievous) on board the CIS superbattleship Malevolence.

Droideka shields were ineffective against slow rolling objects, such as thermal detonators which could be rolled in and detonated. This was taught to the Onderon rebels by Captain Rex during the Clone Wars. During the Ringo Vinda campaign they were manipulated by the force and taken down with shields up by an Electro Magnetic Pulse grenade. They also showed little, if any, ability to stop strong explosions as demonstrated when CC-5576-39 encountered them and targeted various barrels of rhydonium in order to destroy them. At the Geonosis arena they were destroyed by Low Altitude Assault Transports with little to no shield resistance.

Droidekas were known to have a hard time maneuvering on downward slopes and climbing up stairs. In their rolling configuration, they would have to go back quite a bit and then speed up, launching themselves up the stairs. They could also try to traverse stairs in walking configuration, although it was extremely hard for them to coordinate their three legs on stairs. In their standing position, they could not move very fast, forcing them to roll over long distances.

Additionally, there were limits when a droideka could fire at a target. If the target got very close to it, the droideka would miss its shots because its blaster arms were spread out. This also enabled an enemy to run around it while attacking.

Droideka series and variants

There were three known series of droidekas. They were outwardly similar; the differences were mostly internal. The first, the P-series droideka, was used in the Invasion of Naboo in 32 BBY. The W-series droideka was used in the Battle of Geonosis in 22 BBY. Later, the Q-series droideka was used aboard the Invisible Hand to capture and trap Jedi master Obi-Wan Kenobi and Jedi Knight Anakin Skywalker in 19 BBY.

Five known variants of droideka existed. The first was the grapple droideka, used around the time of the Invasion of Naboo. It was equipped with electronic grapples and was designed for melee combat, and lacked blasters. It also seemed to possess weaker shields than average.

A second variant was the Ultra Droideka. These were larger than standard droidekas and saw use during the Clone Wars.

A third, the droideka Mark II, saw action on the battlefields of the Galactic Civil War. This model had four stubby legs and an ion cannon, and was larger than the Separatist models. Since the plans for it were discovered on the old Separatist droid-producing world of Hypori, it may have been a dropped CIS project. It was employed by the Hutt Cartel briefly, then quite extensively by the Zann Consortium.

A fourth droideka variant was the K3-I Buzzer Droid used also during the Galactic Civil War. This variant was used on Station Gamma above Ord Mantell. It was weaker than an average droideka and lacked shields.

A fifth droideka was the sniper droideka, which was used by the CIS during the Clone Wars. It included a sniper rifle in its head, in addition to the rest of its weapons. The CIS deployed at least two sniper droideka during its invasion of Kiros.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 11 (2d6+4) energy damage

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The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"Once the katarn hunted us, and the highlands of the forest was theirs for a thousand generations. But their hunting did not destroy us. Nothing of this world is to be squandered, my son. The katarn gave the Wookiees its strength and courage, and allowed the Wookiees to find the rrakktorr. Now we repay them by returning the gift. Someday it will be their turn again.\"

- Chewbacca to Lumpawarrump

Homeworld
Kashyyyk
Diet

Carnivore

A katarn was a predatory quadruped reptomammal native to the planet Kashyyyk.

Overview

Katarns had slender bodies with rodent-like tails, and narrow faces leading back to a cartilaginous ridge protecting their neck and shoulders. Their paws had opposable digits, and their lower limbs were covered with sharp spurs, both of which allowed them to climb and hang from the branches of the giant wroshyr trees and feed on tree-burrowers.

Katarns were creatures of great importance in the Wookiees' culture. The Wookiees, who called the katarn the \"Old Prince\", hunted them in their hrrtayyk ceremony. Wookiees said the katarns were born by a wound to Kashyyyk that fell from the sky ages ago and made a home for the katarn. The katarns then hunted the Wookiees, thus unlocking the Wookiees' \"inner fire\". To thank the katarn, the Wookiees hunted them. They believed that someday it would be the katarn's turn to hunt the Wookiees again.

Katarns were ferocious and merciless predators which would track their prey for long periods before choosing an opportune moment to strike. They had been described as \"silent, shadowy, and deadly,\" qualities which made them the mascot of Judder Page's Katarn Commandos.

Some katarns were domesticated as the war-mounts of Wookiee dragon troopers. On another note, there was a small subspecies of katarn that populated the Shadowlands. These katarns had no climbing abilities, as evidenced by their four large trunk-like legs. They also had two small dangling manipulator arms. They had more rounded out edges than the main katarn species and two large tusks. The reformed Revan battled several of these in his second trip to find the Kashyyyk star map.

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If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

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The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.


Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

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When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

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Ranged Weapon Attack +6, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

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Ranged Weapon Attack +6, Range 240 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

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The Hunter has advantage on Wisdom (Perception) Checks.

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If The Hunter fails a saving throw, he can choose to succeed instead.

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The Hunter can roll his next ranged attack with advantage.

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The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

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If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","effects":[]},{"_id":"NTQ3NWI2ZjZjOTAx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Hunter makes three blaster rifle attacks or three melee weapon attacks.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 17 (2d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","effects":[]},{"_id":"ODA1MmJjMmQ0MmFh","name":"Rifle Bash","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target must make a DC 18 Constitution saving throw or become dazed.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage plus 10 (3d6) fire damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"],["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","effects":[]},{"_id":"MDZmZDkxZjZhODcw","name":"Mini Grenades (1/day)","type":"feat","data":{"description":{"value":"

.

The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","effects":[]},{"_id":"NzQ0OTNmNDc0NWMx","name":"Heavy Fire","type":"feat","data":{"description":{"value":"

.

The Hunter makes one heavy blaster rifle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","effects":[]},{"_id":"NWY4NGExMWY1Mzg4","name":"Grenades (Costs 2 actions)","type":"feat","data":{"description":{"value":"

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The Hunter can use either of his grenade attacks.

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.

The Hunter moves up to its speed without provoking opportunity attacks.

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Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/008_-_Rakghoul_2C_Hulking/avatar.webp","effects":[]},{"_id":"NWI1YThiZmM1Yzcy","name":"Savage Leap","type":"feat","data":{"description":{"value":"

If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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.

The rakghoul makes two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (any)","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":4,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/292_-_Corporate_Employee/avatar.webp","token":{"flags":{},"name":"Corporate Employee","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/292_-_Corporate_Employee/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"bd22cQTvcYHhr2Xt","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTM5Zjk0MGEzYWQ1","name":"Techcasting","type":"feat","data":{"description":{"value":"

The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/292_-_Corporate_Employee/avatar.webp","effects":[]},{"_id":"NWRjZWVkMWJkZTI1","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/292_-_Corporate_Employee/avatar.webp","effects":[]},{"_id":"MmQ2MDcyNDljMWZi","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/292_-_Corporate_Employee/avatar.webp","effects":[]},{"_id":"9fLneCldVmtOV3i4","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"VukFdo2Yp8IOpeLs","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"DIw3oEk5RPXawKO7","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"jxgx624pJW93xuy4","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"ReGWKtsn5zQPrmyL","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"icsgwjMrpkAdmdCx","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"5xydmGFUdfYgoji9","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"Cld5C45mmf0UdQPz","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"WYYZez7T09h35oIA","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"gfmoyScWC4Us0OJ2","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]}],"effects":[]} -{"_id":"biTdEmuXJ3rRTJhr","name":"Rakghoul","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":"natural armor"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8+5"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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\"Grand Admiral Ackbar.\"

\"Grand admiral is an Imperial ranking. I, like you once did, identify as fleet admiral—but you seem to have taken the title 'Grand Admiral' for yourself.\"

- Grand Admiral Rae Sloane and Fleet Admiral Gial Ackbar

Date estabilishedPrior to the heist on Vandor
Notable Individuals
  • Mitth'raw'nuruodo
  • Balanhai Savit
  • Rae Sloane
  • Urtya
Government
  • Galactic Empire
  • Mon Cala monarchy
  • First Order
Location(s)
  • Imperial Navy
  • Mon Cala Mercantile Fleet
  • First Order Military
Position typeMilitary rank
Duties

Commanding officer of a fleet

Grand Admiral was a senior military rank in the Imperial Navy of the Galactic Empire. It was also a rank in the Mon Cala Mercantile Fleet. After the fall of the Empire, the rank was active in the First Order, a successor state of the old Imperial government.

History

\"The Emperor recently promoted me after my victory at Batonn.\"

- Grand Admiral Thrawn

The military rank of Grand Admiral was active during the Imperial Era. Shortly after the Batonn sector insurgency, Chiss Admiral Thrawn was awarded the rank of Grand Admiral by Galactic Emperor Sheev Palpatine after Thrawn's victory at Batonn. During the Lothal campaign, Balanhai Savit also had the rank of Grand Admiral, and attended a meeting with Thrawn, Grand Moff Wilhuff Tarkin, and Director Orson Callan Krennic regarding funding for the TIE Defender program and delays concerning Project Stardust. At that time, Thrawn and Savit were two of the twelve Grand Admirals serving the Empire.

During the Galactic Civil War, Mon Cala monarchy Regent Urtya served as the Grand Admiral of the Mon Cala Mercantile Fleet, which at the time was commandeered by the Galactic Empire.

Following the Battle of Endor, Rae Sloane served as Grand Admiral and commanded the remnants of the Imperial Navy. New Republic Fleet Admiral Gial Ackbar was considered a Grand Admiral by Imperial officers, although it was not an official rank utilized by the New Republic. Sloane continued to posses the rank of Grand Admiral during the time she was part of the First Order.

Description

The Imperial rank of Grand Admiral was one of the senior ranks in the entire Imperial Military, and to be given the title was seen as a great honor. A Grand Admiral was typically given command of a fleet, such as Thrawn with the Seventh Fleet and Savit with the Third Fleet.

Uniform

Unlike the traditional Imperial uniform, which generally consisted of a plain gray tunic, the Imperial Grand Admiral's uniform was white with golden epaulets. Such accessories were generally uncommon in the Imperial Military, as they seemed to put an emphasis on status above duty and humility.

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When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

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The Grand Admiral's techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech attacks). The Grand Admiral innately knows the following tech powers: At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI.

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For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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If the Grand Admiral fails a saving throw, it can choose to succeed instead.

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The Grand Admiral's ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

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The Grand Admiral's attack rolls cannot suffer from disadvantage.

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The Grand Admiral has advantage on saving throws against tech powers.

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The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"NzEyM2U3N2YyMjdl","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Grand Admiral makes three melee weapon attacks or three ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTEzMmM1ZDM0NWQ2","name":"Heavy Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"YmUyZTUzNmQ3Mjc0","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"MjVmMzQzMWI0ZDQz","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"img":"systems/dnd5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"ZTYzODRhODA2ZmQw","name":"All-Out Attack (1/rest)","type":"feat","data":{"description":{"value":"

.

The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"N2UzMzc4YWM5OWQ0","name":"Move","type":"feat","data":{"description":{"value":"

.

The Grand Admiral can move up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"NjczOTRmOWZjYjZm","name":"Casting","type":"feat","data":{"description":{"value":"

.

The Grand Admiral can cast an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"MTZhODliMGY3OWQ3","name":"Attack","type":"feat","data":{"description":{"value":"

.

The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","effects":[]},{"_id":"cya6yl5oWRO3PRr2","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"BQ044ztRiS7grhI4","name":"Analyze","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PBFbcYIh4DK2EOdq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp","effects":[]},{"_id":"5R6Y9nTINl6TSoz0","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"PsgLPgeMa87MoxjJ","name":"Detect Enhancement","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of any enhancements within 30 feet of you. If you sense an enhancement in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears an enhancement.

\n

The power is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xMy4RLHPoRmZGjz"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectEnhancement.webp","effects":[]},{"_id":"y9BOfqpx4hRyklZl","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"UUol7WqN4kwL1NIi","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"VSTXMMwh0XtXe1Pi","name":"Detect Traps","type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i60B1Lyu97U0VNCI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp","effects":[]},{"_id":"udrGpmjsH0fwkcEc","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"GXNTcVm8r0Tj3lR7","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1060000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"o90SJ6uyYHERTnxq","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"PB0cAQOheMTJ3fD4","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"0atAU9gIXYm1sRf4","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"ItGgraIFfxqRdeQq","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"wKNap3gKI9D1wYdW","name":"Greater Analyze","type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xeBPmKsGTsXqEszc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp","effects":[]},{"_id":"6mf6PCFy6cjSDOZV","name":"Contingency","type":"power","data":{"description":{"value":"

Choose a tech power of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power, called the contingent power, as part of casting contingency, expending tech points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if your tech focus is ever not on your person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.8iAgtDKUbONDnAjN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Contingency.webp","effects":[]},{"_id":"NVQuJZW88qyslBtN","name":"Find the Path","type":"power","data":{"description":{"value":"

This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.

\n

For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.FsF2hPZPp4Vuo1BD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Findthe%20Path.webp","effects":[]},{"_id":"olw7EQcAbcmDNypO","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P1V3IyTuobCwDV4u"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp","effects":[]},{"_id":"FUFpH52B4yusDeHX","name":"Predictive AI","type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.0L0UcVhV3azFXFTm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp","effects":[]},{"_id":"lsSdWOyF7d6jLN2o","name":"Stun Dart","type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":1,"condition":""},"duration":{"value":"Instantaneous","units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2060000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.suitG0utOY2LF7sC"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp","effects":[]}],"effects":[]} -{"_id":"buLS7XWNBgBtann0","name":"Tusken Raider","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":15,"min":0,"max":15,"temp":0,"tempmax":0,"formula":"2d8+6"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":15,"min":0,"max":15},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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\"Remember what you were saying about 'worse than destroyers?' I think we're looking at them.\"

Anakin Skywalker, to Obi-Wan Kenobi and referring to MagnaGuards

ManufacturerHolowan Mechanicals
Class
  • Bodyguard droid
  • Battle droid
Height1,95 meters
Mass123 kg
GenderMasculine programming
Sensor colorRed

The IG-100 MagnaGuard, also known as the Self-Motivating Heuristically Programmed Combat Droid, was an advanced type of battle droid that was used during the Clone Wars as bodyguards of General Grievous, as per Count Dooku's order, as well as being specialized infantry on the battlefield. After the InterGalactic Banking Clan secured Grievous's services as an enforcer, they refused to hire his Kaleesh, and thus the cyborg general demanded a cadre of \"more intelligent battle droids\" to serve him. The construction of the MagnaGuards was then commissioned for Grievous's service, though the Jedi-killing droids were also occasionally employed to escort Count Dooku himself.

Appearance and characteristics

\"I saw an Intel report on this. I think they are Grievous's personal bodyguard droids. Prototypes built to his specifications. To fight Jedi.\"

- Anakin Skywalker, to Obi-Wan Kenobi

Constructed by Holowan Mechanicals, MagnaGuards were roughly two meters tall, with a humanoid body shape, but possessed a far-superior mechanical anatomy. This allowed for superhuman acrobatics, speed, and combat ability. Their internal systems were furnished with advanced combat learning programs, which, compared to most of the droids utilized by the Confederacy of Independent Systems, allowed the MagnaGuards to adapt to a highly diverse variety of tasks. These tasks ranged from melee and ranged combat to starfighter control. The faces of the MagnaGuards featured two red photoreceptor \"eyes,\" which were complemented by a backup system mounted on the chest. The droid's weapon of choice was the lightsaber-resistant electrostaff, and wore cloaks and head wraps similar to the garments of Grievous's old Izvoshra elite during the general's time as a Kaleesh warlord. They were known to sport Mumuu markings on their cloaks matching those on Grievous' mask. Several models of the IG-100 existed, superficially denoted by color—black, alabaster, blue, and the rare gray were all spotted throughout the war. Each model had a specific programming, training, and thus specialty. These droids were part of the same Holowan Mechanicals series as the later IG-88 line. MagnaGuards were also capable of speech and were programmed to taunt their opponents in a low growling Basic. Aside from Human speech, they appeared to occasionally use an audible form of droid language. When in distress, such as when pinned to the ground, they also make yelping sounds.

Hardiness

MagnaGuards were fully optimized to battle and kill Jedi. This was due to not only their impeccable melee functionality but also their capability to withstand a massive loss of structural integrity before total system failure, as well as their inability to feel pain. Even after decapitation, or bisection, they could continue to effectively engage a target. The only sure way to destroy a MagnaGuard would be to stab them in the chest. In addition, they were partly plated with strong duranium armor making it very hard for even a Jedi to destroy the droid.

Training

\"The age of the Jedi is over.\"

- An unknown MagnaGuard

General Grievous was given the bodyguards even though he was very impatient with droids due to their many limitations such as limited artificial intelligence. Count Dooku then commissioned Holowan Mechanicals to develop a cutting-edge warrior droid that would meet Grievous's standards. Upon activation, Grievous destroyed all the MagnaGuards present, venting his frustration at being treated as a droid. Grievous then personally trained the rest of his bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. Grievous would not allow any repairs to be made to the droids, believing that their numerous scrapes and battle scars made them more intimidating to enemies. Grievous engaged his bodyguards in practice fights as part of training, often damaging them in the process.

History

\"What in the galaxy was that?\"

- RC-1262, upon first sighting an IG-100

Clone Wars

The droids were first used in combat during the Battle of Parein II 4, where one of Grievous's MagnaGuards killed the Jedi Sannen by thrusting its electrostaff through his throat. The MagnaGuards soon proved to be formidable, capable of taking on Jedi and clone troopers with ease, and were regarded as being even more daunting than droidekas by some. Despite their many strengths however, they were by no means invulnerable as Boba Fett managed to momentarily incapacitate one with an ion stunner during the Second Battle of Xagobah, though the bounty hunter was ultimately defeated and left for dead by Grievous himself. Along with their combat duties, General Grievous eventually began using MagnaGuards to do his dirty work, such as when they were used to torture Jedi Master Koth on Saleucami.

The MagnaGuards also played a role during Anakin Skywalker and Ahsoka Tano's mission to Tatooine, they were attacked in the exosphere by several MagnaGuards piloting Rogue-class starfighters. After destroying the droids and reaching the surface of the planet, Ahsoka Tano fought and destroyed three more MagnaGuards, while Anakin fought off Count Dooku.

During a mission to destroy a CIS listening post near Ruusan, Anakin Skywalker battled several MagnaGuards that were preventing R2-D2 from being rescued.

MagnaGuards were present at Grievous's castle on Vassek's third moon. Upon Grievous's return to his castle, he discovered his force of elite MagnaGuards had mysteriously been deactivated. When Count Dooku alerted him of the infiltration of his castle by Jedi Master Kit Fisto and his former apprentice, Nahdar Vebb, Grievous realized Dooku himself had deactivated his guards to see if Grievous was adept in handling the Jedi by himself, as Grievous had recently suffered a chain of defeats. During this mission, one MagnaGuard was sent to destroy the Nu-class attack shuttle with a rocket launcher, while another squad was sent to destroy Kit Fisto's Jedi starfighter. However, Fisto's astromech droid managed to personally pilot the ship to safety. Meanwhile, Nahdar Vebb, who was already in the Castle, managed to destroy Grievous's entire escort of droids, only to be killed by Grievous himself.

The bounty hunter, Cad Bane, while under contract with the CIS, was given several MagnaGuards for use in capturing keeper of the kyber memory crystal, Jedi Master Bolla Ropal. One stood sentry as Cad Bane tortured the Jedi to death, afterward using its staff to crudely check for any vital response from the dead Rodian.

The droids were often employed to capture or kill Jedi, such as during the capture of Jedi Master Eeth Koth over Saleucami. The droids aided the General in getting the upper hand on Koth, surrounding the Jedi and slowly wearing him down with electrostaff strikes. Once Koth was captured, the droids tortured the Jedi in a transmission sent to the Jedi Temple on Coruscant. However, they were unaware that the Zabrak was still cognizant, resisting their torture, and sending a coded hand signal to alert the Jedi to his location. Dooku also used MagnaGuards in subduing Skywalker during a skirmish on Naboo. Dooku and the MagnaGuards were able to capture Skywalker in order to do prisoner exchange for General Grievous. Two of these droids fought Skywalker and Kenobi atop STAPs on Utapau. The droids were also used during the Battle of Boz Pity, under Dooku. During the battle, two of them distracted Mace Windu long enough for the Count to make his escape, and one of them almost killed Asajj Ventress with a blaster under Dooku's orders.

Delta Squad was forced to fight several MagnaGuards on Kashyyyk during their rescue of the Wookiee chieftain Tarfful. The clone commandos managed to destroy the droids with great difficulty.

Near the end of the war, MagnaGuards assisted Grievous in the kidnapping of Supreme Chancellor Palpatine during the Battle of Coruscant. Shaak Ti faced off dozens of MagnaGuards with difficulty before they retreated, alerting her to the Chancellor's danger. This led to a rescue mission, in which Anakin Skywalker and Obi-Wan Kenobi fought two of the droids on the bridge of General Grievous's command ship, the Invisible Hand, before rescuing the Chancellor. Kenobi beheaded his opponent, only to find himself engaging a still-functioning headless droid. Skywalker managed to bisect the second droid as Kenobi finished the first off.

Kenobi also faced four MagnaGuards on Utapau shortly before his fight with Grievous. He incapacitated three of them immediately upon using the Force to drop a large block of metal upon them. The fourth was partly pinned under the block, and then decapitated by Kenobi.

Post-Clone Wars

Following the massacre of the Separatist Council by Darth Vader, under Darth Sidious's orders, all IG-100 MagnaGuards were deactivated. However, the Geonosian Gizor Dellso would later reactivate and use IG-100 MagnaGuards as infantry in his personal army. At least a decade later, two MagnaGuards were reactivated by the Galactic Empire for use as N-K Necrosis's bodyguards, and re-designated as NK-3s. In addition, a delivery was made for a TK-555 bobble-head, a battlefield diorama, and blueprints for the IG-100 MagnaGuards. The bureaucrat Narp Pilyev owned two MagnaGuards and used them as security guards, to protect his apartment on Coruscant. Aside from these examples, other persons of note occasionally employed them as guards and henchmen. Many IG-100s were commissioned at the end of The Clone Wars which was part of the reason that there were enough IG-100s to create a private army.

Weapons and equipment

Armaments

Grievous's bodyguards notably wielded high-quality phrik alloy electrostaffs, blunt energy weapons which emitted a visible, pink, electromagnetic pulse on each end. The lightsaber-resistant nature of phrik allowed the MagnaGuards to effectively deflect and attack a Jedi's lightsaber. This, coupled with the specialized combat mechanics of the droids, made them a dangerous enemy, even to those skilled in the Force. Despite their specialization in electrostaffs, the on-board combat systems of the MagnaGuard, coupled with human like hands allowed them to be trained to operate a vast array of available weapons in addition to much more specialized armaments. Depending on the time and necessity, MagnaGuards were known to use blaster rifles, grenades, rocket launchers, remote-controlled drones, and lethally irradiating weapons as well as regular melee weapons.

On-board utilities

Along with their weapons, the droids made use of many gadgets, such as built-in tow-cables, a personal cloaking device, and magnetized limbs. At least one MagnaGuard was known to have the ability to extend its arm many times its usual length. Another tool was a violent self destruct sequence, used if the system was still functional after severe damage. This was utilized by MagnaGuards who were encountered by clone commando squad Delta on Kashyyyk. In addition, these particular droids could fire pairs of small seeking missiles from internal magazines in their back plating.

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The MagnaGuard makes two electrostaff attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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\"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger.\"

- Visas Marr to the Jedi Exile

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

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The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

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Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

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If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

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The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic

charge, saber reflect

1st-level: battle precognition, force body, hex, sap vitality

2nd-level: darkness, drain vitality, phasewalk

3rd-level: choke, dark aura, force lightning, sever force

4th-level: force immunity, shocking shield, shroud of darkness

5th-level: improved force scream, improved phasewalk,

telekinesis

6th-level: crush, force chain lightning, improved force

immunity

7th-level: force lightning cone, ruin

8th-level: death field

9th-level: kill

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The Sith can sense the presence and direction of a cast force power within 120 ft.

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The Sith has advantage on saving throws against force powers.

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If the sith fails a saving throw, it can choose to succeed instead.

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While the sith is wearing no armor or shield, its AC includes its Consitution modifier.

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When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"NjUyYjJlOGRmNDE4","name":"Multiattack","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The sith makes three lightsaber attacks. It can replace one attack with a drain life attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"NmMxMTc1ZTY3MzQ5","name":"Drain Life","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (4d6+5) necrotic damage.

The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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.

The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"MzRkYTgwNzNiZjc1","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Sith Devourer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"YjQ2NGNlZWJiMmJk","name":"Drain Life","type":"feat","data":{"description":{"value":"

.

The Sith Devourer uses its drain life action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"M2VkYTMyZmZmOTRh","name":"Death Incarnate (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"ZjUwYzgxNGY0NGM0","name":"Vociferation of the Void (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"sqZ11xzvb3oaL3GI","name":"Kill","type":"power","data":{"description":{"value":"

Prerequisite: Ruin

\n

You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Ruin Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Have over 100 HP left or Die!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.OYQAqS6rjVy6o5Oa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kill.webp","effects":[]},{"_id":"cczdWWWRyoF3ndbJ","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"hgZDMHhMcyTocfaZ","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"W8Fc7XWaWA1FgzoU","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"opfriK1bBte7PJ6U","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"TtcJgb3AgffMgpdk","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"29AV9AXEEn1xLAgc","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"zZQTSc8AerNRlkdk","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"1sEVkUcd1BeOnpFJ","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RQvmMld3dHIDphrc","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ivs1jD6AwEdCEVjT","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"xb0AMXLD4aPvW5BG","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"DZ3q36bVjuJa90vr","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"M10CBcuoJflcJuls","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"h7kURvtRL6pO6LqI","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"EUHGjEKnQ0ms0GmB","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"QJm7Nm1vtFbCZqTS","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"dnBEJgppYeZ7IAxk","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"N7JE1T85D9hdP212","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"vp4YoPsm3fLH2bf0","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"vopjLXXKG8fiEpFv","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Nf9JLKk2SSASrTgY","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"zy7GZug0obfYpG4b","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"vxvniLPS9CxxHrSe","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"G56TtcCWofXWH978","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"zMxOSkDBXYTscC2h","name":"Necrotic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u68xKTsuW71YT0NG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Necrotic%20Charge.webp","effects":[]},{"_id":"sGQYwCqnOEkRVcrl","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"pkF6rFmgvbfUILGq","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"0e0Gy2kyCkujasMA","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"by2HQhK5jLT9stDd","name":"Shyrack","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":9,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":2,"min":0,"max":2,"temp":0,"tempmax":0,"formula":"1d6-1"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":20,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":2,"min":0,"max":2},"bar2":{"value":13,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"

\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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Manufacturer

Rothana Heavy Engineering

ClassGround assault vehicle
Cost45.000 credits
Length7,30 meters
Height/Depth1,82 meters

The TX-225 GAVw \"Occupier\" combat assault tank, also known as the TX-225A Occupier tank, or simply the Imperial combat assault tank, was a track-propelled ground assault vehicle used by the Galactic Empire, and operated by a commander and two pilots. The tank had great maneuverability in tight quarters, such as the streets of occupied cities. Its laser cannons could devastate enemy troops, and the powerful engines could transport heavy payloads.

History

In 0 BBY, Imperial combat assault tanks were deployed to the Holy City of Jedha during the Empire's occupation of the desert moon to transport kyber crystals. Several of Saw Gerrera's Partisans destroyed one combat assault tank and stole all of the kyber crystals that were being held on the cargo bed.

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The tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The tank makes two laser cannon attacks

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 15 (2d10+4) energy damage

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The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

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Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

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Mole serpents were burrowing predators native to the Kathol sector. They dwelt almost entirely underground and ranged from 10-28 meters long. One such creature escaped into the deserts of Tatooine. The creatures are the natural predators of the Tirginni beasts.

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If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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DesignationNon-sentient
Average height1,75 meters
Average lifespan90 standard years
Homeworld

Tatooine

HabitatDesert

Eopies were quadruped herbivores native to the planet Tatooine. These tough creatures were acclimated to their homeworld's endless deserts, and as a result were domesticated by the planet's inhabitants. They often worked as transports or beast of burden, though they were often bad-tempered and stubborn, and could break wind if their load was too heavy. Eopies were observed to exhibit flatulence. As such, when riding a caravan of eopies, it was recommended to always ride on the foremost animal.

Eopies were also found on the planet Saleucami, and the desert moon Zardossa Stix, as well as in the forests and jungles near the Black Spire Ruins of Batuu.

On some planets, eopie was served as a delicacy. Power Sliders, a small diner located in a small settlement on the remote world of Abafar, had eopie stew on its menu.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Average height5-19 meters
Average mass1.650 kilograms (5 meter specimen)
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +10, Range 60/240 ft., One target. Hit : 25 (3d12+6) kinetic damage

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.

The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"NWI0MWFhZTNmNzBk","name":"Technological Advantage","type":"feat","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"ZmM4OGQ4Y2ZhMWFm","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points.

The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst,

electroshock

1st-level: smoke cloud, homing rockets, overload

2nd-level: magnetic field, acid dart, scorching ray

3rd-level: explosion, tactical advantage, kolto cloud

4th-level: cryogenic storm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"Y2U2ZGYyYTdhMWFi","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"OTY5YjM2ZjZhM2My","name":"Vibrostaff (one hand)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"OWM3ZmExMTNiMjcy","name":"Vibrostaff (two hands)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"NjYyMmFkNTgzMWEy","name":"Light Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"MDI0NGM4OGFkN2Nh","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"ODFiZDUzOWU0ZjUz","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"NmEyNTIyNWUwMWI4","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"wwo23M3qEilqofij","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"dMrX6DMR4POxukXD","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"YBYuSwjiVWkZRtQm","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"4bo5AYuqxafQoXEn","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"H8qEd1CYjQabSeSp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"pqnCtvPtNiF1EKWy","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"yFmeS1xiAR5Pdzkq","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"K0bS7OVwxbewGriC","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"X6im6M4447T7Vw4L","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"vn9AuRzxN5VIsAsb","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]},{"_id":"y8Sd77ZXdbHU4FXX","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"9X2CfPtJ6WZ2mTiO","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"W7xRTIfGP2jcDkSV","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"o7lXc9MNtClKE8xi","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]}],"effects":[]} -{"_id":"cX1DcIA4ap34BOXH","name":"Imperial Knight Squire","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"powered battle armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":15,"min":0,"max":15,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 17"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerForceLevel":3,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","token":{"flags":{},"name":"Imperial Knight Squire","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"cX1DcIA4ap34BOXH","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"MTQ3MDk3NjdiMzQ2","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points).

It knows the following Force

Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force jump, force throw, phase strike

2nd level: animate weapon, phase walk, rescue

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"NmU4Yjc2OTJhMTJm","name":"Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"OTVjODMyNGM3NGM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"NGJhMTI1YjhkNWQy","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"YjAzNjA1MWE5MWNm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight Squire makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MWNiNDk1YTU5M2E5","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"GxbvUnK8OWrYFYJn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ewoGLWQT5EM8yLam","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LCizpTFOKXaC5QGD","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"nQXB4AlnZ1mLeJm0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H99aICVtHAtJ1wHR","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WzUBRqkI4XQcIniP","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TeanQ0nTXPz0GSO8","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2xYjfkjhzqjI5WIr","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mfzvzOxdOm2mNEBD","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"cZTiNvVy2YaWpZz4","name":"Imperial Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":30,"min":0,"max":30,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":8,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","token":{"flags":{},"name":"Imperial Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"cZTiNvVy2YaWpZz4","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YWI4ZGZlMWEyOTU4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"NThkYThmM2YzNWFi","name":"Advanced Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"NDNkNDQyMmVhMDhj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"MjFkNTNkNDVmNzBi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"MTIxYjc1ZjhkMjVm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"Y2U4M2ZjNTMwYzA0","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"tj8BphXzb8WkVQNs","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"UeYjEXOBjBDh9LuB","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"spriXUolQTeROf6r","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"lYJCqgYdyflwbAwm","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"VUD2ZHjgryZjXWfu","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t2F8iwwC6qkoRZnb","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6g8aFG2e20rAuMmT","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UjrvwYZcazYTM6JA","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"s0ER99ikBwKGlA4k","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8fUYQdrJw28wglwM","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LHTg4zM0Kc6cXoL4","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PrhtsA5atVBPlCNu","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"3bcRaOA7cvDZgTn1","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zn5L5sR6ZDeSFVkG","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hjNXRrQNGN2Mbq5o","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"cbdGxradUzv8Vuhd","name":"Gundark, Alpha","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":1,"min":3,"mod":-4,"save":0,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":157,"min":0,"max":157,"temp":0,"tempmax":0,"formula":"15d10+75"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":157,"min":0,"max":157},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"

\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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The gundark deals double damage to objects and structures.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The gundark makes two attacks with its claws. It then makes one bite attack or one pummel attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The monster makes one claw attack against a creature it is grappling. The the attack hits, the monster takes the claw's damage.

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Semi-sentient

Tree

Ithor

Carnivorous

The Vesuvague tree, also known as the Vesuvague Hanging Tree, was a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It was one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, was able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it used its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature was dead, the tree would bury its vines and roots inside of its prey, and slowly feed off of its bodily fluids.

The tree could be trained to respond to simple commands, much like a pet, and could understand words by using its leaves to sense the vibrations and patterns of spoken languages.

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

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The vesuvague tree may make two constrict attacks per turn.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

If the target is a Large or smaller creature is Grappled (escape DC 16).

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith

Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge,

mind trick

1st level: battle precognition, phase strike, hex, force mask,

wound

2nd level: dark shear, force camouflage, darkness, phase

walk

3rd level: dark aura, knight speed, sever force, choke

4th level: shroud of darkness, improved force camouflage

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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The Sith Assassin makes two saberwhip attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 7 (1d4+5) energy damage plus 4 (1d8) energy damage

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Sith Mastermind casts on of his at will powers.

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Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/409_-_Sith_Assassin/avatar.webp","effects":[]},{"_id":"AFzttObecMuOkpvw","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hpcRY4MJ0oLN1Yju","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"8rsapLVbHY48qhY1","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"IjqeNAcVTirWsWNj","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9wcjWJYpplhKUkIG","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"eSrTZFTuRdE26vWo","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"QjlXd1Td2dR7jemM","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7sNDSoAEd65ffCoZ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"I41nFR9SfqjlPoSf","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2xbGZaIpqyAdI7Kn","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"SkFxFGk6mPNKlpyO","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tqs9trZxNDgVsSsF","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1YYOeoEzBkesgOvo","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"Cw1uKqhAixoaIcpI","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tXSNq4mpcTc0X30n","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"h6e5zYWJm6dDAatF","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"VS5Ku5h2AcK4m2mj","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"0rhZfyvsQWwpGeWV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"krmQMg13rkhEqIU8","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"QD9PXEJW3i097DxM","name":"Force Reflect","type":"power","data":{"description":{"value":"

Prerequisite: Saber Reflect

\n

In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":2120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Hgn1yHJsMzp5qKr5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KPY7ZWczBPxwLvpU","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]}],"effects":[]} -{"_id":"dD6Ibc23XlNAGQJF","name":"Navy Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"combat suit"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

\"Service, Fealty, Fidelity.\"

- Imperial Navy Trooper credo

Organization type

  • Soldier
  • Trooper
Sub-group(s)
  • Death Star Troopers
  • Gate officers
Date founded19 BBY
AffiliationGalactic Empire (Imperial Navy)

Imperial Navy troopers, also known as Naval Troopers, were soldiers in the Galactic Empire who were assigned by the Imperial Navy as part of Imperial Fleet Regiments to serve as guards, military police and soldiers onboard its many Star Destroyers and other installations, such as the Death Star.

Overview

Members of the Alliance Special Forces believed that the Imperial Navy troopers were considered a joke and that such soldiers rarely ever expected to enter into combat engagements. While this was the opinion of SpecForce members, this was not entirely true as Navy troopers tended to be both well equipped and adequately trained for their tasks. In addition, they did see combat but tended to lack the edge that blooded troops got from their engagements. Vessels and installations that were located in more remote regions tended to rely more on their Navy troopers. In some cases, such as those units stationed in the Outer Rim Territories, the Navy soldiers had gained enough experience to be a credible threat to their enemies. However, in general, Imperial Navy troopers were not considered a challenge to members of the Rebel Alliance's SpecOps.

These men backed up stormtroopers and were created to provide the Imperial Navy a corps of troops separate from the Imperial Army and the Stormtrooper Corps for protection of their ships. After the initial boarding operations were conducted by Stormtroopers, Imperial Navy troopers often moved in to conduct mop up actions. However, Crix Madine, a former Imperial soldier-turned Rebel General, indicated that the naval troopers are more likely to be encountered during a boarding action.

Besides serving the Galactic Empire as soldiers and security guards, they handled hangar control traffic, monitored sensor arrays, and performed various other duties. They guarded the main conference room on the Death Stars and both arrested and escorted prisoners to their cells.

The Death Star troopers were the first to wear the distinctive black protective helmet and black uniform that soon spread to the other Imperial Navy trooper units. Their primary weapon was either a DH-17 blaster pistol or an E-11 blaster rifle.

History

During the Imperial Period, low-ranking Navy troopers piloted and monitored the orbital climate control mirrors around Coruscant. This was known as \"riding the mirrors\" and was considered the loneliest as well as most tedious assignment at the Galactic Capital.

During the Galactic Civil War, Grand Moff Wilhuff Tarkin selected the most highly trained elite Navy troopers in order to form a special detachment known as the Death Star troopers. These soldiers were the best and brightest within the Empire and were stationed on the Death Star I and the Death Star II.

Some were selected to serve in the Imperial Navy Special Forces.

","public":""},"alignment":"Any Alignment","species":"","type":"humanoid","environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/036_-_Navy_Trooper/avatar.webp","token":{"flags":{},"name":"Navy Trooper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/036_-_Navy_Trooper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"dD6Ibc23XlNAGQJF","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MzM0NmUzOWFjYzRk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Navy Trooper makes two blaster carbine attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODllYjU5YTEzOGQ0","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/036_-_Navy_Trooper/avatar.webp","effects":[]}],"effects":[]} -{"_id":"dEMaQJ0KXseUBb7K","name":"Jedi Knight, Temple Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":14,"min":0,"formula":"17 with battle meditation"},"hp":{"value":70,"min":0,"max":70,"temp":0,"tempmax":0,"formula":"10d8+20"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":18,"min":0,"max":18,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":70,"min":0,"max":70},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can add its ability modifier to the damage of its two-weapon fighting attack.

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The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MTc3N2NmYTE2Y2Jj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Healer knows the following force

powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge, burst

1st level: slow descent, battle precognition, phase strike,

force throw

2nd level: stun, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MGIwMmUwMjBiNDRk","name":"Double Bladed Strike","type":"feat","data":{"description":{"value":"

The Jedi can attack with both blades when making an opportunity attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MGNiOGEzOTRiYzJi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi makes three doublesaber attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

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In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"jPLqQpH31rD7ywqa","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aeu3Yq38q9cYrYbY","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"4YieorS3kjjh9Hh7","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7lMHVvDeOTuRV6NK","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OHqvAWHLh5M9kELL","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"m3AjeQbLys1pHijU","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yZAaVdQTKofxLusb","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pnY5QOpIZAAy1man","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"F0S4HPnVTWewy3EI","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H8AX2aBPGbBGHzTU","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xkr2yuzycD6UtYec","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rpBPdBK1roey6e2i","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"FBDCLNFDoaJWf9Sl","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EbFykgaKpyyYaDjI","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"dIezCt8o9dUTHHEg","name":"Dark Side Spirit","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":30,"units":"ft","hover":true},"prof":3,"powerdc":11,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["cold","necrotic","poison"],"custom":""},"dr":{"value":["acid","fire"],"custom":"Sonic, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","poisoned","prone","restrained","exhaustion"],"custom":""},"languages":{"value":[],"custom":"The Languages It Knew In Life"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","token":{"flags":{},"name":"Dark Side Spirit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"dIezCt8o9dUTHHEg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ0YWUyMGQ2MmQz","name":"Incorporeal Movement","type":"feat","data":{"description":{"value":"

The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","effects":[]},{"_id":"Mzc5Mzg2NjJmZmUx","name":"Maddening Touch","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (4d6+3) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+3","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","effects":[]},{"_id":"Y2UzZmQ4OWNiYWZm","name":"Whispers of Madness","type":"feat","data":{"description":{"value":"

.

The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","effects":[]},{"_id":"ZTZjNDk2MDMwM2M4","name":"Howling Babble (Recharge 6)","type":"feat","data":{"description":{"value":"

.

Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

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\"He's a BB unit. One of a kind. Orange and white. Utterly unique and utterly invaluable.\"

- Poe Dameron on BB-8

ManufacturerIndustrial Automaton
ClassAstromech droid
Degree2nd class droid
Height
0,67 meters
Weight18 kg
Sensor colorBlack

The BB-series astromech droid, often referred to as a BB unit, was a model of astromech droid manufactured by Industrial Automaton and active during the era of the cold war, featuring a spherical body that allowed the droid to roll in any direction, with a head usually atop the body but not meant to be permanently physically attached to it (which would inhibit the droid's ability to roll around). Like earlier astromechs, the BB unit could fit into the droid socket of a starfighter. One notable BB unit was BB-8, owned by Poe Dameron, who assisted with the recovery of a map to Luke Skywalker.

Description

\"It's a BB unit with a selenium drive and thermal hyperscan vindicator, internal self-correcting gyroscopic propulsion system, optics corrected to—\"

- Rey, to Kylo Ren, regarding BB-8

The BB-series was a model of astromech droid. Powered by a selenium drive, these droids had an internal orbiculate motor that allowed their spherical bodies to roll across a variety of terrain, keeping their domed heads fixed on top with magnetic casters. Rather than keeping the head tethered by a single contact point, wireless telemetry allowed the two sections of the droid to communicate. The internal gyroscopic propulsion system was self-correcting, and surface sensors on the spherical body allowed the droid to travel across uneven environments such as deserts, with the benefit of its shell being sealed from dust contamination. For areas that proved too difficult for the orbiculate motor to traverse, BB units were equipped with compressed liquid cable launchers that could tether and reel the droid in to hard-to-reach spots. As the droid's body faced in all directions at all times, it needed only to accelerate rather than turn. The BB's dense shell featured six swappable circular tool-bay disks that could be fitted with numerous forms of equipment, such as a magnetic-tipped bolt-spinner.

The droid's domed head was composed of a lightweight cranial frame featuring a large, round primary photoreceptor and a smaller articulated holoprojector array. The droid's sensors featured advanced calibrated synthetic optics. Transmitter and receiver antennae extended from the top of the head, and data ports were located above a band of stainless inoxium girding the bottom of the dome. The head could be dislodged from the body given significant force, but could quickly reattach itself with the magnetic casters.

BB units possessed a dedicated, goal-focused personality, and were protected by self-preservation protocols. However, it was known for some experienced droids to create strong loyalty subprograms that saw them enter into dangerous situations in order to assist their masters and owners. The droids communicated via droidspeak variants of the most common astromech language. BB units also possessed a thermal hyperscan vindicator.

History

\"That BB unit. The First Order is looking for one just like it.\"

- Bala-Tik

Manufactured by Industrial Automaton, the BB-series was an evolution of ball-shaped droids used near the end of the Galactic Civil War, such as prototype therapy droids like QT-9, who saw service assisting New Republic veterans on Hosnian Prime following the Battle of Endor. This knee-high droid rolled on a blue-and-gold body with a square head balanced on top.

The BB-series saw service during the latter years of the New Republic, and some were utilized by General Leia Organa's Resistance. This unit was considered a new-model astromech as of the time of the attack on Tuanul in 34 ABY. Like the older and larger astromech models that preceded it, the BB unit was compatible with the astromech socket of starfighters such as the T-70 X-wing starfighter, and was equipped to control on-board flight and power distribution systems. BB-8 served as the trusty companion of Resistance pilot Poe Dameron, who fostered deep respect for his droid companion and kept BB-8's systems and components up-to-date and well maintained. Although the droid's self-preservation protocols made the droid somewhat skittish and easily frightened, his experiences created a strong loyalty subprogram that caused BB-8 to follow Dameron into numerous dangerous situations.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Tech Casting. The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: jet of flame, mending, minor hologram, on/off 1st Level: decryption program, expeditious retreat, hologram, repair droid, target lock 2nd Level: translocate, motivator boost

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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\"One shot, one kill.\"

―Anonymous clone sniper

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone snipers, also known as clone sharpshooters, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett[6] who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

Their main mission designation was to eliminate Separatist battle droid infantry from a distance to provide cover fire for other infantry units, while also using their recon droids to carry out short-range reconnaissance. Phase I clone snipers were recognizable by maroon armor markings. The sharpshooters fought on a number of battlefronts throughout the Clone Wars, and the 501st Legion had their own snipers, as did Green Company. After the establishment of the Galactic Empire in 19 BBY, the Grand Army of the Republic was dissolved and its assets folded into the new Imperial Military.

Equipment

Clone sharpshooters were equipped with specialized DC-15x sniper rifles (or for late Phase II clones, a different unidentified sniper rifle), DC-15Ss, R-1 recon droids or autoturrets, and V-1 thermal detonators. Their armor was lightweight and suited the sharpshooter perfectly in heavy combat.

For general information about troopers, see Trooper

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\"These are automated agents of evil!\"

- Plo Koon rallying clone troopers on Geonosis

ManufacturerTechno Union
ClassDroid tank
Cost49.000 credits
Length10,96 meters
Height/depth6,2 meters (7,5 meters with control receiver)
Mass14.400 kg

The NR-N99 Persuader-class droid enforcer, colloquially known as the Corporate Alliance tank droid, CAD and the snail tank, was a tank droid constructed by the Corporate Alliance at first to silence its opposers and later to combat the Grand Army of the Republic.

Description

The tank droid was a six-meter tall automaton with a huge, central drive motor for locomotion supported by four small outrigger wheels. It could also roll on its single traction drive tread. The tank droid was also equipped with a pair of large outrigger arms connected to either side of the drive motor which could be armed with almost any weapon. The Persuader-class's front featured several sensors above its twin photoreceptor eyes. Because of its forward drive motor, the tank droid was not an especially maneuverable vehicle and was very easy to engage when being flanked. To compensate for this, the tanks deployed in tightly packed waves, forming a wall of armor. At a speed of 60 kilometers per hour, the tank had no trouble ramming through walls and mowing down obstacles in its way. Civilians particularly feared the NR-N99 because unlike the IG-227 Hailfire-class droid tank and OG-9 homing spider droid, which would generally avoid civilian targets, the tank droid would simply crush everything in its path with merciless precision.

History

Before the Clone Wars, the tank droid was deployed by the Corporate Alliance against Outer Rim worlds that opposed its development plans or protested against its unfair business practices. It was one of the contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems.

During the Clone Wars, the droid enforcers were equipped with conventional ion cannons and heavy repeating blaster cannons. For special missions, these could be replaced by concussion missile launchers, homing missiles, dumbfire torpedoes, and thermal grenade launchers.

The tank droids were used to accompany larger vehicles such as the Hailfire-class droid tank or OG-9 homing spider droid. In most battles, a pair of NR-N99s would work together to protect a homing spider droid, though three droid tanks were required to adequately defend a Hailfire-class droid tank. The droid enforcer, with its huge central wheel, could also crush to death any unfortunate enemy soldier that got into its path. The Corporate Alliance installed voice modulators into the Persuader-class late in the Clone Wars. A few variants were lucky enough to have passenger space replaced with defensive laser cannon turrets to help destroy enemies if it should be flanked.

The Corporate Alliance tank droids participated in the First Battle of Geonosis, and many other battles during the Clone Wars, such as the Battle of Thule in the Dark Reaper Crisis, although they were lesser used than other Separatist armor. NR-N99s also participated in the Battle of Malastare, but, like every other droid alongside them, were neutralized by the Republic's Electro-proton bomb. Many were deployed at the Battle of Kashyyyk, where, in the role of spearheading an armored assault, they formed the bulk of the Separatist mechanized forces. Towards the end of the Clone Wars, the NR-N99's saw action at the battle at Cato Neimoidia.

The tanks were deployed during a Trandoshan/Confederacy of Independent Systems attack on Kashyyyk and participated in the Rebellion on Felucia.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, all NR-N99 droid enforcers were de-activated.

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The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the droid takes no damage from that attack. If the droid takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

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Ranged Weapon Attack +6, Range 150/300 ft., One target. Hit : 27 (4d10+5) ion damage

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Ranged Weapon Attack +6, Range 120/240 ft., One target. Hit : 27 (4d10+5) energy damage

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The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12 + 5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

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\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

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The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

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The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

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\"Hoop-wheeled tanks roared past the droids, stirring up clouds of red dust.\"

- Bultar Swan

ManufacturerHaor Chall Engineering
ClassWheeled droid tank
Cost60.000 credits
Length8,5 meters
Height8,5 meters
Sensor colorRed
Plating colorBrown and silver

The IG-227 Hailfire-class droid tank, also known simply as the hailfire droid, wheel droid, or simply Hailfires, was a model of droid tank manufactured by Haor Chall Engineering that was used by the InterGalactic Banking Clan and Confederacy of Independent Systems during the Clone Wars as well as the Alliance to Restore the Republic during the Galactic Civil War.

Description

\"Twin laser blasters mounted under the IG-227's chin gave it a fighting chance to get back to its base and reload for another barrage.\"

- The B1 battle droid R0-GR

Able to roll rapidly into action, the IG-227 Hailfire-class droid tank was an armored missile platform easily identified by its treaded, hoop-like drive wheels 8.5 meters in diameter capable of moving it at intimidating speeds that was best used to destroy enemy vehicles. Also known as wheel droids due to their maneuverability and speedy drive systems, their light armor plating, brown and silver in color, made them fast at the cost of making them vulnerable to infantry attacks. Their red photoreceptor \"eye\" could lock on to both land and air targets at impressive distances, greatly improving the range of their missiles.

Hailfire droids were equipped with two racks of missile launcher pods on either side of their heads, each carrying 15 guided missile warheads that left behind a trail of black exhaust when fired. These projectiles were effective against stationary or slow-moving targets on terrain where blaster weapons were unusable due to a lack of clear lines of sight, with a single warhead being capable of destroying an Low Altitude Assault Transport/infantry or an All Terrain Tactical Enforcer. The missiles were most effective at ranges less than a kilometer and followed deliberately swerving, evasive trajectories, and when they were depleted, a hailfire droid was forced to rely upon its twin chin-mounted blasters.

History

Manufactured by Haor Chall Engineering, the hailfire droid was originally commissioned for construction by the InterGalactic Banking Clan prior to the Clone Wars for the intended purpose of debt collection in the IG-series battle droid army. During the Separatist Crisis, the Muunilinst Banking Clan donated its hailfire droids to the Confederacy of Independent Systems, which fought as part of the Separatist Droid Army during the First Battle of Geonosis, the opening battle of the Clone Wars in the year 22 BBY. 4,100 units were deployed by Techno Union Hardcell-class interstellar transports, and continued to see use as one of the most common CIS vehicles until at least nine months into the conflict.

During the war, hailfire droids were given blue coloring, the color commonly used on Separatist equipment, and hailfires were used in a battle on Murkhana. However, despite its powerful prescience on the battlefield, the hailfire droid's use was short-lived because it carried a limited amount of missiles, and it was soon replaced by the NR-N99 Persuader-class droid enforcer. Despite this, General Grievous' flagship, the Invisible Hand, had hailfire droids were among four hundred and forty other vehicles stowed during the Battle of Coruscant in 19 BBY. A major corridor on the ship was wide enough for a hailfire droid. During the Galactic Civil War fought decades later, hailfire droids were adapted by Alliance to Restore the Republic to feature weaponry capable of destroying turrets as well as vehicles. The Rebellion also retrofitted some for increased effectiveness in sub-zero temperatures.

The Z-Gomot Ternbuell Guppat Corporation's TSMEU-6 personal wheel bike was an offshoot of the hailfire droid.

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The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid tank makes two medium laser cannon attacks.

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The droid tank moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid tank enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid tank's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid tank remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid tank. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 20 (3d10+4) energy damage

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The droid tank launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.

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\"Can we shoot it?\"

\"Yes. But it is notoriously difficult to get off a lethal shot before a ghest bites you in half.\"

―Luke Skywalker and Taneetch Soonta — Quote-audio Listen (file info)

Skin colorGreen
Eye colorPale
Distinctions
  • Serpentine body
  • Pale, round eyes
  • Sharp teeth
Homeworld
Rodia
HabitatJungle Swamps
Diet
  • Birds
  • Herbivores

Ghests were a predatory serpentine species native to the jungle swamps of the planet Rodia. With long, green bodies; claws; and sharp teeth, they preferred to ambush prey on swamp shorelines by pouncing on them from the water, rarely if ever hunting on land. Ghests were occasionally hunted by teams of the sentient Rodian species native to their homeworld, although the hunting parties usually sustained casualties, and the practice had become less common by the time of the Galactic Civil War. The Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered and killed a ghest on Rodia while trying to visit the mausoleum of the Jedi Knight Huulik.

Biology and appearance

\"They're large creatures that like to move quietly in the water before erupting to pluck food off the shorelines, especially herbivores and birds, and we just flew down from the sky to land at the shore—\"

―Taneetch Soonta describes ghests, before being cut off as one attacks

Ghests were a large species of predator native to the planet Rodia. They were capable of movement on land and in water, though their speed was far greater in the latter. Ghests possessed a long serpentine body covered in green scales and had powerful arms ending in clawed hands with four digits. Their heads included a mouth full of sharp teeth and two pale, round eyes. Ghests were strong enough to toss speeder bikes short distances with their arms. They were capable of roaring and hissing.

Behavior

\"It's technically possible but highly doubtful. Ghests are much slower on land and perceive that as a weakness. They prefer the quick strike.\"

―Taneetch Soonta expresses her doubt about being attacked by a ghest on land

Ghests' prey usually consisted of birds and herbivores. The creatures lived in the jungle swamps of their homeworld, Rodia. When hunting, ghests preferred to ambush their prey by moving quietly through the murky swamp water before striking at creatures on the shore. They rarely hunted on land, as they were far slower out of water and perceived such slowness as a weakness, preferring to strike quickly. Ghests were intelligent enough to learn from their mistakes, knowing not to attack targets that they had already found inedible. When frustrated, ghests would roar. They were capable of hibernating for extended periods of time.

History

A dangerous prey

\"They are not hunted so often as they used to be, but when they are, they are hunted in teams, and those teams often return with a dead ghest and at least one dead Rodian.\"

―Taneetch Soonta

The sentient Rodian species of Rodia hunted ghests in teams, although by the time of the Galactic Civil War between the Galactic Empire and the Alliance to Restore the Republic, ghest hunts had become less frequent. Hunters faced notorious difficulty in getting a kill shot on a ghest before the creature bit them in half, resulting in many ghest-hunting parties sustaining at least one casualty. At least one ghest ended up as a specimen in the Shadow Stacks collection of the Graf Archive on the moon Orchis 2. One student hoping to become an archivist examined the ghest under the belief that it was mummified but realized he was in danger when it turned out to have simply been hibernating.

Hunting at Huulik's mausoleum

\"Your odds of ensuring the ghest has to eat a lightsaber before it eats you are pretty good.\"

―Taneetch Soonta encourages Luke Skywalker to slay a ghest

Shortly after the Battle of Yavin, the Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered a ghest in the jungles of Rodia while trying to visit the mausoleum of Soonta's uncle Huulik, who had served as a Jedi Knight during the Clone Wars. The pair landed on a swamp shoreline near the mausoleum on a pair of speeder bikes, one of which the ghest pounced upon after the travelers had dismounted. The beast lifted the vehicle and bit down upon its steering vanes before realizing it could not eat the bike, which caused it to roar in anger and hurl the speeder into a nearby rock shelf. With the bike destroyed, the ghest stared and hissed at Skywalker and Soonta before retreating to the water.

The two then made their way to the mausoleum, where Soonta recovered Huulik's lightsaber from her uncle's sarcophagus and gifted it to Skywalker, who had revealed he wished to become a Jedi Knight. Upon Soonta's encouragement, Skywalker returned as bait to the water's edge with both his own and Huulik's lightsaber drawn. After a moment of waiting, Skywalker questioned if the beast had simply left, but the ghest pounced immediately after from the Jedi's left. Skywalker swung one of his sabers at the predator and decapitated it, but not before its teeth had sunk into his shoulder. After the separated head was removed from Skywalker's shoulder, Soonta captured images of its corpse and the destroyed bike before the pair left the jungle so that Skywalker could get to an infirmary.

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In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.

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The ghest can hold its breath for 30 minutes.

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The ghest can make two attacks: one with its bite and one with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MTU5ODk5ZDRlNTE1","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d10+5) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"Ah, these pit droids. You gotta tell 'em what to do every minute!\"

- Watto

ManufacturerServ-O-Droid
ClassMaintenance droid
Degree2nd degree droid
Width1,19 meters
Mass35 kg
GenderMasculine programming
Sensor colorBlack

A DUM-series pit droid, or simply called a pit droid, was a droid manufactured by Serv-O-Droid, Inc. and constructed in large quantities on Cyrillia by the native Cyrillians for use in labor, repair and light construction. They were also associated with repairing podracers at podracing events.

Characteristics

Pit droids stood at a relatively diminutive 1.19 meters tall and came in many different colors. Their most remarkable feature was their immense strength, able to carry objects many times their own size or weight. This enabled them to repair automata such as Podracers at a remarkable pace. Their skeletal design and long, thin limbs were dwarfed by their broad-flared, dome-shaped heads. In the center of their head was a large, round photoreceptor equipped with multi-spectrum scanners. The photoreceptor could detect microscopic damage in metals and other solids.

The DUM-series worked best in large groups, and had built-in comm systems that allowed them to communicate with those in their unit. The antenna on their disk shaped heads served to transmit directions to other droids, allowing a group of droids to collaborate on a project more efficiently and thereby expediting its completion. Their immense strength would make a malfunctioning (or unattended) unit extremely hazardous, possibly resulting in significant damage. The most hazardous of these was a damaged ON/OFF button, the risk of which caused many owners to keep ion blaster on hand as a precautionary measure. If a unit was past the brink of repair they would need to be disposed of, almost always resulting in the disintegration of the unfortunate droid.

Pit droids could compress themselves into a compact, box-shaped package. A tap on their photorecepter would signal them to return to their upright position, and vice-versa. There were also launchers specifically made to automatically decompress and release individual pit droids, one at a time.

History

Mass-produced by Serv-O-Droid, Inc. in factories on Cyrillia, the DUM-series droids were commonly used in garages across the galaxy during the days of the Galactic Republic. In production for several decades, the DUM-series garnered criticism in the press due to their reputation as poorly programmed. Clumsy and hapless, the droids were cheaply made and often were recycled rather than repaired. Despite the criticism, the DUM-series droids were capable within their narrow range of abilities.

While being much maligned in the press, the droids were popular in the Outer Rim, even during the Galactic Civil War. They had seen much use on Tatooine in Watto's Shop and at the Boonta Eve Classic working on podracers, though a handful were also purchased by Aneesa Dym to make repairs to her ship, the Dusty Duck. When Jar Jar Binks visited Watto's Shop in 32 BBY, he accidentally activated a dormant pit droid, although he quickly turned it off when Anakin Skywalker informed him to hit it in the nose.

During the Boonta Eve Classic of 32 BBY while the racer Ody Mandrell had his pod in a pit-stop, a single DUM-series pit droid was sucked into the engine and thrown out the opposite end of the engine. The droid \"survived,\" (even letting out a cheer of excitement) but Ody's engine did not, costing him the race. Pit droids would also be used to scavenge any reusable rubble from podracers that had blown apart. This action could be quite hazardous, as the droids were likely to be destroyed by functional podracers that were still running the course; the low cost of an individual unit made the loss of a single droid worth the risk.

In 22 BBY, the first year of the Clone Wars, several pit droids assisted Corporate Alliance Magistrate Passel Argente on unloading much of the Magistrate's treasure in Lessu, the capital city of Ryloth. Another pit droid, WAC-47, was assigned to D-Squad, after serving Commander Neyo of the 91st Mobile Reconnaissance Corps, which was formed to steal a Separatist encryption module during a mission.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

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When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three attacks with its sword or slugthrower.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) kinetic damage

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The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.

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\"They're the most heavily armored ground vehicles in the Imperial Army.\"

\"...so what you're saying is that you have a thorough knowledge of just how screwed we are.\"

- Thane Kyrell and Yendor, just before the Battle of Hoth

Manufacturer
  • Kuat Drive Yards
  • Kuat-Entralla Drive Yards
  • Imperial Department of Military Research
  • Imperial Robotics Construction Facility Ice Station beta 
ClassCombat walker
Length20 meters
Height22,5 meters
Cargo capacity1 ton

The All Terrain Armored Transport (AT-AT) was a four-legged combat walker used by the ground forces of the Galactic Empire, and the First Order. With the Imperial-class Star Destroyer, stormtroopers and the TIE fighter, it was one of the most famous symbols of the Empire's military might.

Models

Early model

This model was used against the early rebellion.

Later model

This model was used during the Galactic Civil War.

Elite AT-AT

This was a more heavily armored variant with a darker color scheme.

First Order AT-AT

This was an updated version of the AT-AT used by the First Order.

History

Age of the Empire

\"I heard of these. Imperial armored transports. Giant four-legged things that were used to keep the peace on conquered worlds.\"

- Scoggan, to Davjan Igo upon entering the ruins of an AT-AT

The AT-AT walker was developed during the Clone Wars and used in the Imperial Army, the ground forces of the Galactic Empire. It was the successor of the All Terrain Tactical Enforcer that also saw use during the Clone Wars, although it constituted a far more imposing example of walker technology. Heavily armored and awe-inducing, the AT-AT positioned itself as the standard of Imperial firepower on the battlefield.

In 14 BBY, the Jedi Padawan Cal Kestis hijacked one AT-AT on the planet Kashyyyk.

In 4 BBY, the Imperial Security Bureau Agent Kallus led three early AT-AT walkers on an assault on the desert planet of Seelos against the Spectres and three retired clone officers aboard an AT-TE.

AT-ATs were used again in 3 BBY against the Spectres, when Princess Leia Organa arrived on the planet to give the Ghost's crew three Sphyrna-class corvettes. Two walkers were deployed to patrol the transports' landing platform, which were formally on Lothal to offer supplies to citizens impacted by the rebel efforts. When the rebels tried to steal the corvettes, the Ghost started firing on the AT-ATs. Four proton torpedos were not powerful enough to destroy one of the walkers, and it was necessary for Kanan Jarrus to use his lightsaber to cut its legs, toppling it. The second one was knocked down by the engines of the last Hammerhead, piloted by Ryder Azadi.

In 2 BBY, Lieutenant Yogar Lyste deployed two AT-AT walkers, Walker 271 and Walker 414, to combat an attack on the east gate of the Imperial Armory Complex by members of the Lothal resistance led by Ryzder Azadi. The rebels Kanan, Ezra Bridger, and Chopper escaped in the stolen AT-DP Walker 216. However, Grand Admiral Thrawn realized that the rebels had hijacked the AT-DP walker and ordered his AT-ATs to crush them. One of the AT-AT walkers proceeded to crush the AT-DP under its heavy body but the rebels managed to use their lightsabers to cut their way aboard. Morad Sumar also fired a rocket which hit one of the walker's legs. After knocking out the AT-AT pilots, the two climbed out and escaped with Ryder's cell into the wilderness.

Thrawn then deployed four of these during the battle on Atollon. Jedi survivor Kanan Jarrus then destroyed one with his lightsaber. The Bendu then destroyed two of the AT-AT walkers. However, the last one shot Bendu down from the sky.

Galactic Civil War

\"That armor's too strong for blasters. Rogue group, use your harpoons and tow cables. Go for the legs; it might be our only chance of stopping them.\"

- Luke Skywalker, during the Battle of Hoth

Around the time of the Battle of Yavin, a new AT-AT model was introduced. At this time, the Alliance to Restore the Republic stole a number of AT-ATs and provided them to Saponza's Gang.

During the Rebel assault on the Imperial weapons factory moon of Cymoon 1, a group of Rebels led by Han Solo and Leia Organa stole an AT-AT from Weapons Factory Alpha. They used the walker to escape from the factory after they sabotaged its main power core to explode. During their escape, Solo fired a shot that nearly killed the Sith Lord Darth Vader, using the AT-AT's powerful quad laser cannons. Soon after, Vader managed to overtake the Rebels in their escape and cut down the massive walker's back left leg. The AT-AT fell tremendously and its passengers barely escaped the wreckage before fleeing Cymoon 1 entirely for the safety of the Alliance Fleet.

Battle of Hoth

During the Battle of Hoth, General Maximillian Veers led a squadron of at least five AT-ATs on the icy fields of Hoth to knock out the shield generator that protected Echo Base, the Rebel headquarters. The triumph of Veers' squadron allowed the Imperials to invade Echo Base and rout the Rebels, striking a major blow in the war. However, the battle also revealed that the AT-ATs could be toppled by a cable wrapped around their legs. Although that weakness had been used effectively by the Alliance on Hoth, the Empire continued to use these mechanical behemoths in the later stages of the war, and at least 1 was present on Endor prior to the Battle of Endor.

Shortly after the battle of Endor, the rogue agents of Inferno Squad Iden Versio and Del Meeko used an AT-AT in order to escape Vardos, during Operation: Cinder. In 5 ABY, at least one AT-AT walker was stationed at Camp Sardo on the planet Kashyyyk. During the Liberation of Kashyyyk, several Wookiee guerrilla fighters, including Kirratha, hijacked the AT-AT walker and threw out the crew. Later, AT-ATs were deployed against New Republic forces during the Battle of Jakku.

Rise of the First Order

Decades after the war, a young scavenger named Rey used one of the downed AT-ATs, designated Hellhound Two, as her home on Jakku.

The First Order used an updated version of the AT-AT as an escort to its newer AT-M6s.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the AT-AT takes no damage from that attack. If the AT-AT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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Creatures of Large size or smaller can stand in the AT-AT's space.

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The AT-AT can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

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The AT-AT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-AT can use its Frightful Presence. It then makes three attacks: one with its laser cannon volley and two with its medium repeaters.

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The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage

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All creatures standing within the AT-AT's space or within 5ft of it must make a DC 20 Dexterity saving throw, taking 78 (12d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

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The AT-AT makes a stomp attack.

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Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage.

The AT-AT makes a single attack with its medium repeaters.

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The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

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DesignationNon-sentient
ClassificationAmphibian
Skin color

Brownish-white

Eye colorYellow
Distinctions

10- centimeter-thick skin

Homeworld
Metellos
Habitat
Sewage
Diet

Carnivorous

The steep were a species of non-sentient amphibians native to the planet Metellos. Possessing ten-centimeter-thick skin, they dwelt in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wandered the alleyways of Metellos' settlements, searching for children to eat.

Biology and appearance

Steeps stood on four spindly legs, each of which ended with a webbed foot, and were capable of walking on land. The carnivorous amphibians were protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads were large, their brains were small. A steep's mouth stretched from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extended down the backs of the species.

Behavior

Designated as non-sentient, steeps were known for their lack of intelligence and, when fighting an adversary, would continue attacking relentlessly until they themselves had been killed. Steeps were named after their habit of \"steeping\" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians were frequently seen floating on the surface of the water. Steeps were known to roam down Metellean alleyways at night seeking children, whom they swallowed as food.

History

Steeps were native to the Core Worlds planet of Metellos, discovered prior to the formation of the Galactic Republic. The sewage that built up in the seas as the planet was urbanized gave steeps a suitable habitat, while the increasingly dense population provided an ample food source.

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The steep can breathe air and water.

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At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.

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DesignationNon-sentient
Average height0,5 - 1,2 meters
Distinctions
  • Bipedalism
  • Pointed tail
  • Horn-like appendages
Homeworld
Tatooine
Habitat
City outskirts

The scurrier was a rodent native to Tatooine, and was considered a pest by the locals of Mos Eisley, Mos Espa and Mos Gamos. Scurriers had horns on their heads. Those of a male were thick and curved, while those of a female were thin and straight.

Characteristics

Scurriers were small omnivores with an appetite for garbage. They would scavenge in trash heaps in search of food and material for their nests. They were known to find their way aboard docked freighters and transports, thus propagating the scurrier population across the galaxy; they were even found on stations like Outland Transit Station. Worse, scurriers had a penchant for picking apart machinery, a trait that was hardly welcome on a cargo- or passenger-filled transport.

Apart from this dangerous habit, scurriers posed only a marginal threat to sentients. Though they would fiercely defend their territory, scurriers usually fled at the first sign of danger (say, a passing landspeeder), able only to call upon a high-pitched squeak and a painful bite to use against advancing predators like anoobas and womp rats. Their bite sometimes carried an unusual disease known as Scurrier Disease. In spite of this, scurrier tips were a Hutt delicacy, referred to as \"scuzzi spits\" in their language.

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The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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The scurrier has advantage on an attack roll against a creature if at least one of the scurrier's allies is within 5 feet of the creature and the ally isn't incapacitated.

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ManufacturerColicoid Creation Nest
ClassBattle droid
Height1,83 meters
Sensor colorRed

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, and was unit used during their Invasion of Naboo in 32 BBY. A trio guarded a Royal Naboo Security Forces pilot in the Theed Royal Palace. The Melee Destroyer Droid was tougher than the standard droidekas but utilized weaker shields. The primary weapon of the grapple droideka (known simply as the \"droideka,\" at the time) was its lethal mechanical claws. This model was similar to the P-series droidekas, which used deadly repeating blasters to more efficiently eliminate opponents and carried stronger deflector shield generators.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage.

The target is grappled.

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The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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If the trandoshan fails a saving throw, it can choose to succeed instead.

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As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

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The trandoshan can roll his next ranged attack with advantage.

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The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

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As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.

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The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 14 (1d12+8) energy damage

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Ranged Weapon Attack +9, Range 30/60 ft., One target. Hit : 13 (1d10+8) kinetic damage.

Hit or miss, the target and every creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

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.

The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

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.

The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

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.

The trandoshan makes one mortar gun attack.

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The trandoshan can move up to its speed without provoking opportunity attacks.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yorik-Kul, or surge-coral in Galactic Basic Standard, is\nan organic device used by the Yuuzhan Vong and\nimplanted into slaves, which then allow the slave to\nreceive mental commands from a yammosk or a\ndhuryam. This, however, comes at a cost, since the\nwearers will eventually lose their sentience and\nbecome mindless beings. Slaves that have lost their\nminds are used as cannon fodder to absorb blaster re\non the battleeld. Surge-coral also causes its wearers\nto grow thin and vanish in the Force. Eventually, the\nShapers developed surge-coral that is less detrimental\nto the slaves, which only causes pain instead of turning\nthem into drones. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

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The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The slave soldier makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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\"What… is that?\"

\"It… looks like a probe droid?\"

- Ezra Bridger and Sabine Wren

ManufacturerArakyd Industries
ClassSeeker
Degree2nd class droid
Cost4.500 credits
Sensor colorRed
Plating colorBlack

ID9 seeker droids, also called Parrot Droids or Mimic Droids, were a model of seeker droids that resembled the Viper probe droids manufactured by Arakyd Industries. The body of ID9 seekers consisted in a half-hemisphere dome with a red photoreceptor. Attached to that dome were five articulated, tentacle-like limbs that ended in pincers. The ID9s were outfitted with electro-shock prods that allowed them to harm organic lifeforms and incapacitate mechanical beings. They were capable of imitating the sounds of other droid models, and had two locomotions modes: hovering and crawling. The Seventh Sister, a member of the Galactic Empire's Inquisitorius, employed a small army of such seekers in her efforts to capture Jedi and insurgents. The successor of the ID9, the ID10 seeker droid, was used by Inferno Squad.

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\"Look, good against remotes is one thing. Good against the living? That's something else.\"

- Han Solo to Luke Skywalker

ManufacturerIndustrial Automaton
ClassRemote training droid
Height0,15 meters

The Marksman-H training remote, often referred to as a remote, was a type of droid used to train its user how to properly deflect blaster bolts with a lightsaber.

Description

Quick and unpredictable, they had multiple power levels, including lethal and sting. They were also capable of being programmed for defensive purposes.

History

The Jedi Order used remotes to train Jedi younglings during the waning days of the Galactic Republic. During the reign of the Galactic Empire, the Imperial Army was known to use them as drones.

En route to the planet Alderaan, burgeoning Jedi Luke Skywalker practiced against a Marksman-H remote, using his father's lightsaber. Though initially unable to block the remote's fire, he learned to rely on the Force when his mentor, Jedi Master Obi-Wan Kenobi, challenged Skywalker by blocking his sight. Several decades later, rogue stormtrooper Finn happened upon a Marksman-H remote, stored in a brown bag, while looking for bandages to treat the injured Wookiee Chewbacca.

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The droid deals only non-lethal damage.

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the scout can move up to its speed toward a hostile creature that it can see.

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The scout makes two weapon attacks and throws an electrostun grenade, if available.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Ugnaught

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Diminutive, porcine humanoids who have pink skin,\nupturned noses, white hair, and thick layers of jowls,\nUgnaughts are considered one of the hardest-working\nspecies in the galaxy. Some have tusks that they use in\nblood duels. They are strong and resilient, and their\nlife-spans reach up to more than 200 standard years.\nThey notably ate genteslugs. Ugnaughts evolved on\nGentes, a planet located in the Anoat sector of the\nOuter Rim Territories. However, throughout history,\nmany were sold into slavery and taken to new worlds\nto work as slaves or indentured servants. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Ugnaught)","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["acid"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Bocce, Jawa, Ugnaught"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","token":{"flags":{},"name":"Ugnaught Boss","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"hZFTNJOx3i6PvHBM","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGRhNzY3M2FiOTM4","name":" Aura of Command","type":"feat","data":{"description":{"value":"

Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e\u0000ect ends if the o\u0000cer is incapacitated.

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The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off

1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud

2nd-level: Acid Dart, Lock, Smuggle

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"NzA2OWIzZWY1NDI1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"MGI3ODgyNWVkNDk4","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Ugnaught Boss makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDBlOGM1ZTdiNGU4","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"OWI2NWI1OGY1Mzhm","name":"Tusks","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"MOMZH5TbeuZrQ3Dn","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"GxyzGqEoCvRsp8jr","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"H9JI4FrRn30qagcN","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"50C4uxl4YmIZYv1V","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"lJAjI3TLfHmyZU6z","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"7CrWsS7BsqCQII5n","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"wc4kR4Vpux6QRK03","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"ekRvfUoQrpzPSOXo","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"8jQh1GFdMRY3k0tU","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"0FIlI00U5JJAw5dS","name":"Lock","type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1060000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QKVor2AGtFgrOjox"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp","effects":[]},{"_id":"hk8cMkWtxvwp9vQn","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]}],"effects":[]} -{"_id":"haR6SncyrZclD4CT","name":"Kolkpravis Khan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"powered battle armor"},"hp":{"value":82,"min":0,"max":82,"temp":0,"tempmax":0,"formula":"11d8+38"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":82,"min":0,"max":82},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Ranged Weapon Attack +6, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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DesignationNon-sentient
ClassificationReptile
Average lengthUp to 1 meter
Eye ColorRed
Distinctions
  • Four winged
  • Endothermic

Homeworld
  • Tatooine
  • Malastare
HabitatDesert
DietCarnivore

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"ODU1MGQ0YWRjZTEy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points.

The Jedi survivor knows the following

force powers:

At-will: force push/pull, force disarm, give life, guidance,

saber reflect, turbulence

1st-level: burst of speed, cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

3rd-level: knight speed, sever force

4th-level: force immunity, improved force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"MjQ1M2I4NGJmZGQ0","name":"Kinetic Combat","type":"feat","data":{"description":{"value":"

Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"ZjNhNDI0ZjFmMjVm","name":"Deflection","type":"feat","data":{"description":{"value":"

The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"MGRhMDEyNTY5OWJj","name":"Double Strike","type":"feat","data":{"description":{"value":"

The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"YTI0ZjI2N2NlMjgz","name":"Slow Time","type":"feat","data":{"description":{"value":"

The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NjQyN2UzODYyYzgz","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"OGFiNWMzYjMwMGFh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NTM1NDg1ZjkzYjE3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi survivor makes three attacks or it casts a force power and makes one attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTY0NjMxY2JlMWEz","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NTkwYjMyMzVmMjYx","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"Nzg4MTM3NDllYzVm","name":"Force-Empowered Detonators (5/short or long rest)","type":"feat","data":{"description":{"value":"

.

The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"yEaLXp6e0ad7SEbS","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"GWEarpUGJvdKPwbR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aHGmaFgeoMoZ78D3","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QruYldNYpUZsMnSn","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iJXGJwchHGTrFWnp","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Pso0gAKloEwA4ub6","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"btNUac5axLwnQMQo","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"sjRWAgTfUUR6aO5M","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9l1OoVFhOt9wI7nZ","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"P4Z3v3BvZDRJihI9","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5vvtXwK5yrxCbyGG","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GqUMwGPg0nFrD8pb","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vI31czNkzvzwJzYx","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LcMsTs0cpsDlKVXa","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"0KsQVgOtyNi9te9r","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L7GkYgNzgd4y5LKt","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"X3iZH56j6CRdnYS4","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"i2ES7nvUr7XikRSO","name":"Jedi Padawan Urchin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":"16 with battle precognition"},"hp":{"value":66,"min":0,"max":66,"temp":0,"tempmax":0,"formula":"12d8+12"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":19,"min":0,"max":19,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":66,"min":0,"max":66},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 15"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points.

The

jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump,

heal, project

2nd-level: battle meditation, force confusion, phasewalk

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"YTc5MjQ1NTA0MTNj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"OThiZjRlNzRkMmE0","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"MmVkYjk0NmE3NGUy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The jedi urchin makes two melee attacks or two ranged attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"ODI2MTY0NDY1ZmI5","name":"Hilt Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"NjBjMDY0MDBiZDIz","name":"Stunning Bolt (recharge 5-6)","type":"weapon","data":{"description":{"value":"

.

The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"xxs8mATV54bhwulC","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ziXKEfG3zkO82Z5n","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"0pcQESxK8YRUTLaI","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IyOAlJuE1uvThXQ6","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WJsbKYA1vL4skYOC","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mfvdn9rJLBOkOyfF","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"sXPhtLQ2WXe7QFck","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5YK0epuAGLHLAmtl","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"L4UVZ3SjxIfoSPmS","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BZa1z6n8ejWpSoQ2","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"dHKsrcN8O8bhfoLv","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"D3jsDJvH8jd2e7Qn","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"i5eq0RpFyoAzxgid","name":"B1 Series, B1-X","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Duros has advantage on saving throws against poison.

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If the Duros fails a saving throw, it can choose to succeed instead.

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The Duros has advantage on saving throws to resist being Charmed or Frightened.

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The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks).

The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message,

jet of flame

1st level: element of surprise, energy shield, expeditious

retreat, holographic disguise

2nd level: infiltrate, paralyze humanoid, shatter, translocate

3rd level: explosion, fabricate trap, sabotage charges

4th level: cloaking screen, salvo

5th level: override interface, paralyze creature, toxic cloud

6th level: disintegrate, programmed illusion

7th level: delayed explosion

8th level: incendiary cloud

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The Duros has advantage on saving throws against tech powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZmU0YzA4NGU1Njhl","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZjcxYTE3Y2Y1YzJm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmRlM2YwMjA1YWY3","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZTk4Y2ZmYTA1MGE5","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"MDdmMTI4YmZhNmU5","name":"Thermal Detonators (5/day)","type":"feat","data":{"description":{"value":"

.

The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"OWZkZjQ1YWZkNDZl","name":"Attack","type":"feat","data":{"description":{"value":"

.

The Duros makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"YWQ4ZjhjMjcwMzg5","name":"Eliminate (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"NGEwZThmYmEzNGNl","name":"Tech (Costs 1-3 Actions)","type":"feat","data":{"description":{"value":"

.

The Duros casts a tech power, spending 1 legendary action per level of power cast.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"uQ53ZvHMR9ITu7Lb","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"shJgwbsGYRF89IZ5","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Yn9yUrPgZ6a9Uwsp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"KOrLGEDBeGct0IFM","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"DAGCbowUDGFfUzHP","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"tk9QYtE4hTy4stAD","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"gcBtoXnK0QAkuxXR","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"whjI1wnnsVAuT6sV","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"5Opv4oSa7zELW19v","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"z9kx54UOcFcgOCkp","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"HcqLSb5CVWaOoac0","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"DVmgq1nblC3dY7nq","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"9sG2zwNUPbG8tbUT","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"mj9UB9dOyTXiQjKU","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"2WIxmPO7ET9yPOdk","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"AydnX3zo3VYiH3Zy","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"tcsAK2xd9tJWE6gl","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"Z7XqFSwcNqkBDWBt","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]},{"_id":"jWiM3VkEBRhgTW5d","name":"Paralyze Creature","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XkEm103IydE75jWD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp","effects":[]},{"_id":"vjXXm6aoMWpnYwGI","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"bNXvabzaPNNhr0kR","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"UYvg2BdIyiZou1Ax","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"JAPpOsN0rbl96Ksb","name":"Delayed Explosion","type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.w8aWJGuIPq2kp4Qj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp","effects":[]},{"_id":"v9yy8d8DHAxVSl4F","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The porg has advantage on Wisdom (Perception) checks that rely on smell.

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\"Not neutral in war, you swamp slug.\"

- Poppy Delu, to Lando Calrissian

DesignationNon-sentient
ClassificationGastropod
Average height3 meters
Average length10 meters
Skin color
  • Light tan
  • Dark gray
Eye color
  • Orange
  • Gold
DistinctionsFoul-smelling mucus
Homeworld
Dagobah
HabitatSwamp
DietOmnivorous

Swamp slugs were giant gastropods native to Dagobah.

Description

An omnivorous species, swamp slugs had thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allowed them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilized sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs were omnivores, eating anything organic that they could fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus would then pulverize into organic slime any plant or animal matter that it ingested. A hermaphroditic species, the swamp slugs reproduced sexually. Each partner would lay hundreds of eggs, most of which were eaten by other animals. They exuded a thick, foul-smelling mucus which damaged the breathing organs of other species. They were not desirable to eat by other predators and were given a wide berth in the swamps.

The Besadii Hutt crimelord Gardulla kept swamp slugs in the swamps and pools of her luxurious if notorious pleasure garden, within her Tatooine palace near the Dune Sea. In 32 BBY, while in pursuit of escaped slaves, one of Gardulla's Dug mercenaries, Khiss, spray-stick blasted a huge swamp slug back into the waters whence it surfaced to devour him.

Swamp slugs were very closely related to the nos monster of Utapau and the Kwazel Maw of Rodia.

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Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

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The slug makes one bite attack and one slam attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (2d10+6) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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DesignationNon-sentient
ClassificationFeline
Races
  • Planis hunter
  • Swamp stalker
Average height2 meters
Average length3 meters
Hair colorVaried (brown and reds)
Homeworld
  • Naboo
  • Corellia
Habitat
  • Grasslands
  • Swamps
DietCarnivorous

The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori.

Biology

Tusk cats were large feline predators with a large pair of distinct tusks growing from their lower jaws. This put them at morphological odds with many tusked animals which often featured tusks growing from the upper jaw. A second, less-noticeable pair of tusk-like fleshy appendages grew from their cheekbones. Tusk cats were covered in fur that could range from browns to grays to almost red, and gray ones had faint spotted patterns. They seemed to share some features with ungulates, with swift galloping gaits and toes ending in hoof-like appendages. Some smaller subspecies featured more claw-like digits as well as variations on the number of tusk-like facial wattles. Their tails were long and muscular to balance them as they ran, ending in a leaf-shaped spur. They were known for keen eyesight and a sharp sense of smell. They appeared similar to the larger Naboo predator known as the narglatch.

Behavior

Tusk cats were carnivorous and preyed upon smaller animals native to Naboo. Natural shepherds, they mated for life and instinctively formed prides to guard herds of Shaak and gualama, killing one to eat every seven or eight days. Their tusks were used as both offensive hunting weapons as well as for defense. Though they were aggressive predators, as cubs they could easily be domesticated and even ridden, but could also adapt back to the wild if released.

History

Mounts

Despite their predatory nature, tusk cats could be tamed for a variety of uses, notably as mounts. Domesticated tusk cats were said to be naturally protective and gentle towards Naboo children. Tusk cat riders were employed as shepherds for various livestock, including shaak and the royal Gualama herd. Tusk cats also served as military patrol vehicles for the Naboo military, recreational attractions, police work, and ceremonial beasts with royalty. When outfitting a tusk cat mount, the traditional bridle was abandoned in favor of a harness attached to the tusks. During the Victory Races of Naboo, Queen Padmé Amidala herself rode a tusk cat. The tusks of dead tusk cats were typically carved into memorial cups and displayed.

Pets

Tusk cats were among many creatures moved off-planet as pets following The Battle of Naboo due to the growing demand for Naboo pets among spacers.

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The tusk cat has advantage on Wisdom (Perception) checks that rely on sight and smell.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The dianoga can make two attacks: one with its tentacles and one with its bite.

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The target is grappled (escape DC 11). Until this grapple ends, the target is restrained.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.
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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 11 (1d8+7) energy damage

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One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage.

The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d4+7) kinetic damage.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Trees were a type of plant found on many planets and moons throughout the galaxy. Some sentient species such as the Wookiees of the planet Kashyyyk and the Ewoks of the Forest Moon of Endor made their homes in the branches of trees. The subterranean caverns of Aleen housed a species of tree-like sentients, the Kindalo.

On Ahch-To, the birthplace of the Jedi Order and the location of the first Jedi Temple, a library existed inside of a uneti tree, containing Jedi knowledge.

During his life on Tatooine, trees were unimaginable to Luke Skywalker, who had never seen them in the landscape of the desert planet, however trees were found on Tatooine in the poles where the desert surface was much like a savannah. This explains how Tatooine has a breathable atmosphere, with oxygen.

Trees were of great importance in Wookiee culture. A saying in their native language of Shyriiwook was that \"The trees are life\", though this was only a rough translation.

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 23 (4d8+5) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Chaotic Dark","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","token":{"flags":{},"name":"The Son, Avatar of Power","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"k0sXEYQqCJH0EQzX","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NWIxYmU5Nzk2Y2Jm","name":"Beast Form","type":"feat","data":{"description":{"value":"

The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"N2I0ZjQyYTk5ZmM1","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While in his humanoid form, the Son adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YTg4NmRkN2QwZDI3","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NzJjZjUwMWY0YjVl","name":"Dark Resistance","type":"feat","data":{"description":{"value":"

The Son has advantage against the saving throws against Dark force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"OGM5ZWRiNTVlMWUw","name":"Font of Power","type":"feat","data":{"description":{"value":"

When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"M2Q2OWVlYjRhMTI4","name":"Enhanced Casting","type":"feat","data":{"description":{"value":"

The Son's force powers are considered Enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"OTMyYzgxMWY1M2Iw","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Son fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Y2ViZjQ3Y2I2NzA1","name":"Dark Lightning","type":"feat","data":{"description":{"value":"

When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YzIwOWUwODFlNTRi","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"MDZlYjYxMTIzNzg4","name":"Multiattack (humanoid form)","type":"feat","data":{"description":{"value":"

.

The Son can make two attacks using the shock at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NjllNDk0YmRhMGZm","name":"Multiattack (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes three claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NGI4ZmU2NjRiYTU1","name":"Claw attack (beast form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 28 (6d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Zjc3MjJjNDJjNDYw","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Yjg5ODJhYWM5YWM2","name":"Claw (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YjQ0ZWVjOTU4Yjhi","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The Son moves up to his speed without provoking opportunty attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YWRlMjYxYWZiYTdh","name":"Metamorphosis","type":"feat","data":{"description":{"value":"

.

The Son transitions from a beast form to a humanoid form or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"cXxkkfwEi5mMPd04","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"e0avtLlKhid1eDYN","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"SGpfV9z7sBL2ZP63","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RzNabVhlDkRqxizf","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"EHuzpQ7f70bc7pWl","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"bbcF0C8NByGcCIbL","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"3oZsbnjMDWdAmykY","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G4OT9aL2wGQaC7m2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} -{"_id":"k2buDIcunhgMetzh","name":"Monkey-Lizard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":3,"min":0,"max":3,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":3,"min":0,"max":3},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 11"}},"details":{"biography":{"value":"

\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The monkey-lizard has advantage on attack rolls against a creature if at least one of the monkey-lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: \"problem solvers\" in the Corporate Sector Authority, \"exterminators\" in the Outer Rim Territories, and \"slayers\" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best- paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society. 

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During its fi\u0000rst turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The assassin makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

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\"Voxyn. They hunt us.\"

- Tesar Sebatyne

DesignationNon-sentient
ClassificationReptile hound
Average height1 meter
Average lengthOver 4 meters
Skin color
  • Black
  • Green
Eye colorYellow
Distinctions
  • Poisonous barbed tail
  • Spitting acid
  • Sonic screeches
  • Disease-infested claws
  • 8 legs
Average lifespanAbout 3 months, if without a certain nutrient from Myrkr
Habitat
Multiple
Diet
Carnivorous

Voxyn were a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, which the Yuuzhan Vong were invading, the reptilian hounds were all clones of the voxyn queen, the only successful cross between the vornskr and the fero xyn. As they were made to kill Jedi, the voxyn could sense Force-sensitives through the Force and had a variety of deadly abilities and tools at their disposal: sonic blasts, flesh–melting acid, disease–coated claws, and a poisonous barbed tail. After creation, voxyn were typically trained by the Yuuzhan Vong aboard the worldship Baanu Rass over the world of Myrkr to hunt Jedi in a multitude of environments as well as how to avoid various hazards. Measuring a meter high and over four meters in length, the carnivorous voxyn were fast and agile on their eight legs.

In existence by 27 ABY, in the midst of the war between the Yuuzhan Vong and the New Republic, the voxyn quickly killed many Jedi on numerous worlds, becoming a great source of concern to the New Jedi Order. The Jedi focused on dealing with this threat by dispatching a strike team to Myrkr, where the voxyn queen had been located. In the Myrkr system, the team boarded the Baanu Rass, where, although taking heavy casualties, it managed to kill the voxyn queen and put a stop to the cloning of the voxyn, preventing any more of the beasts from being created. Because of the beasts' short life spans and their inability to reproduce, this spelled the end for the voxyn, and they began to die off. Despite the diminishing voxyn numbers, the Yuuzhan Vong continued to use them on critical missions, with the last voxyn perishing in the Treskov system in 28 ABY.

Biology and appearance

Yuuzhan Vong creations

\"Voxyn?\"

\"Yuuzhan Vong monsters, Jedi-killers. Stay away from anything that looks like an eight-legged reptile. Far away. These things spit acid and screech blastwaves. Maybe they do worse.\"

- Commander Gavin Darklighter and former politician Leia Organa Solo

Created by the sentient Yuuzhan Vong species, voxyn were a genetic cross between a fero xyn, a ferocious hunting animal from the Yuuzhan Vong's homeworld of Yuuzhan'tar, and a vornskr, a hound that was native to the planet Myrkr. All voxyn, save for the voxyn queen, were physically identical, as they were all clones of the queen, which was the first voxyn to have ever been created by the Yuuzhan Vong. The cells of voxyn deteriorated at a rapid rate if they were not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically did not survive for more than a few months after their release. Although voxyn could lay eggs, these were sterile. As such, the creatures could not naturally reproduce, so they relied on Yuuzhan Vong cloning to maintain a population. Once a voxyn's cells started to deteriorate, the scales lost their color and flaked off; the creature's movements would then become listless as it lost energy, and its eyes would become filmy.

Standing about as high as an average Human's waist, at one meter, mature voxyn measured over four meters in length and were reptilian in appearance. A pair of oval yellow eyes were located on the voxyn's flattish head, which had a broad snout over six inches long filled with fangs, and its lithe body was covered in black or green scales and sported eight legs with claws. The creature's eyesight in poorly lit areas was particularly good, as voxyn eyes could see twice as far as normal in low light, as well as being able to distinguish colors in dimly lit areas. Voxyn torsos possessed a gut, stomach, and a rib cage that protected the internal organs. The voxyn body gave off heat, allowing it to be tracked by beings who had access to the infrared spectrum. The paws of the legs were round, and the toe pads housed a hundred deadly retroviruses, whose medium was the green slime that covered the voxyn's claws.

A series of sensory bristles ran down the creature's spine, and the voxyn also possessed a whip-like tail that had a white barb on it. A voxyn's tail was poisonous, a trait passed on by the vornskr, and the poison would cause swelling and make most creatures' flesh red for one to six days. The tail's barb could also be used to deliver a neural shock. The sensory bristles along the spine were coated with a powerful neurotoxin. According to the shapers who designed the voxyn, the effect of the sensory bristles' neurotoxin was not the same on all species. Some of those affected fell into convulsions and then into an endless sleep, while others weakened over many hours before losing the ability to breathe or swallow; yet others drowned in their own saliva.

Voxyn also had long, forked tongues and were able to shoot from their mouths via an efflux tube a jet of brown, acid-like saliva that burned anything it touched. This saliva could kill a humanoid easily if it landed on vital spots like the face, and some voxyn drooled this saliva when not in combat. The creatures were also armed with the ability to emit a sonic blast from their snouts, and this blast sent a compression wave that could temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn blood was purple in color and, when exposed to air, became a neurotoxin that smelled like smoke and ammonia and had a detrimental effect on humanoid lungs that could take over a day to fully heal. Voxyn were also fast and agile on their feet, able to jump to great heights, and could swim in water. Additionally, voxyn could submerge themselves underwater for extended periods of time, though the blast effect of a concussion grenade could stun them while they were underwater and cause them to rise to the surface.

Resilient Jedi hunters

Voxyn were designed to hunt Jedi, beings who were sensitive to the Force. As such, voxyn possessed the ability to sense Force-sensitives like Jedi through the Force, an ability that vornskrs shared. Voxyn were unlike the rest of Yuuzhan Vong–created organisms in their ability to sense the Force, as members of the Yuuzhan Vong species and their other creations were completely devoid of the Force and could not touch it in any way. Even if the Force-sensitives diminished their presence in the Force, voxyn could still sense them, preventing Jedi from hiding from the hounds.

Jedi could sometimes feel voxyn through the Force as well, registering the creatures as a hungry or feral presence. Through the Force, voxyn could sometimes sense the emotions of Force-sensitives, and, occasionally, Force-sensitives could sense other things about voxyn rather than just the creatures' hunger. However, voxyn could, if they wished, hide their presence from Force-sensitives, preventing them from being able to detect the voxyn. Force-sensitives skilled with animals could sometimes convince the voxyn via the Force to do certain things by imparting ideas to them, such as attacking their Yuuzhan Vong minders, though this was difficult to do.

The genetically-created creatures were remarkably durable and difficult to kill, due in part to their ability to heal quickly. Voxyn could survive being pinned beneath a metal bulkhead, even if their torso was crushed almost flat. Additionally, they could survive the blast caused by thermal detonators and could function well even with the loss of limbs and chunks of flesh. A Jedi's lightsaber, which could typically cut through most things, had trouble cutting through a voxyn's foot, though a lightsaber could still kill a voxyn. The creatures' scales could also occasionally deflect a blaster bolt. When exposed to decompression, voxyn were able to make scale cocoons that allowed the creatures to survive for a time in vacuum, as long as they went into a deep hibernation. However, if voxyn remained in a vacuum too long, they would freeze to death, with every cell in their bodies bursting.

Behavior

Intelligent trackers

\"Four Jedi have died already. Your voxyn are proving most effective.\"

- Senator Viqi Shesh, to Warmaster Tsavong Lah

Although voxyn were classified as non-sentient, they were quite intelligent and possessed a natural cunning. They were smart enough to tap the activation stud of a lift tube if they wanted to use it and could occasionally sense when a trap was being laid for them, which would make them cautious. Voxyn were taught during their training to avoid both triggered traps and dangerous hazards, such as fire, to make them more effective hunters. However, voxyn occasionally had to be guided by their Yuuzhan Vong counterparts when inside unfamiliar locations, such as the interiors of residential areas, and voxyn who were confused by such conditions were considered useless to the Yuuzhan Vong. Voxyn learned from their mistakes if they survived their initial error, making them even better predators. However, unlike the voxyn queen, her clones were not cunning enough to use their surroundings to create advantages for themselves. Temperament-wise, Human Senator Viqi Shesh from the New Republic believed that voxyn were vicious in nature and enjoyed hurting things.

Voxyn had no fixed habitat, as they were taught versatility by their Yuuzhan Vong creators on the Baanu Rass worldship, and they learned to hunt in almost every habitat imaginable that existed in the galaxy—the target of the Yuuzhan Vong invasion. Voxyn could therefore survive and hunt effectively on a vast number of worlds, such as Kuat, Chiron, and Corellia. They were also comfortable hunting in and around mechanical objects, despite the aversion most Yuuzhan Vong had to them, as voxyn were conditioned from birth to be able to hunt Jedi anywhere. The creatures were carnivorous and would eat ysalamir, humanoids, and even lone Yuuzhan Vong. Food eaten by voxyn eventually reentered the environment as droppings. Feral voxyn aboard the Baanu Rass laired in a series of caves near the best source of food, which was the city of the slaves on the worldship.

Like the fero xyn, voxyn could be controlled by Yuuzhan Vong warriors and would obey commands given to them by their keepers. All voxyn, save the voxyn queen, were trained to stalk Jedi; the queen herself was trained to preserve her own life, to ensure the survival of voxyn as a species. The creatures typically hunted in packs of four when they tracked Jedi or Force-sensitives for the Yuuzhan Vong. Warriors were in enough control of voxyn that they could have the beast stay stationary while the Yuuzhan Vong tortured other individuals with the variety of dangerous abilities that the creatures possessed, such as their saliva. Specialized Yuuzhan Vong, known as voxyn handlers, usually accompanied voxyn packs, and the beasts would tolerate the leashes that the handlers sometimes put on them, though they would still snap at the handlers if they came too close. If a voxyn was close to its prey, it would sometimes break free from the handlers to attack its target.

While looking for the trail of a Jedi or other Force-sensitive, voxyn typically swept their heads from side to side and sometimes howled when they first sensed a Jedi or other Force-user. While hunting for Jedi, voxyn would occasionally circle other non–Force-sensitives to investigate them and would cock their heads at loud noises. Voxyn also licked the air with their tongues while on the hunt and would keep their eyes fixed on the floor while their tails waved about if they had located a Force-sensitive and were following it. The creatures were resilient in their hunting, and Jedi found them difficult to deter from their tails. Additionally, voxyn continued to hunt their prey even after sustaining heavy injuries, such as the loss of limbs. Hunting Force-sensitives filled voxyn with energy, and the listless voxyn who were nearing the end of their life-spans would shake off their lethargy when they sensed prey. When entering combat with a Force-sensitive or other enemy, voxyn liked to open with a sonic screech over any other attack. Occasionally, voxyn used their acid to melt holes in which to hide.

Feral voxyn and behavioral idiosyncrasies

\"The shapers cannot understand why, but ysalamiri drive voxyn mad. The voxyn lose their natural cunning. In experiments similar to this, I have seen them tear their own legs off to get the ysalamiri.\"

- Commander Duman Yaght

In the event that the Yuuzhan Vong lost a voxyn, the creature could still survive on its own, and it became feral. Even feral voxyn would attack and harass Force-sensitives, despite not being ordered to do so. Though they were able to create a cocoon to survive the depressurization of vacuum, voxyn sometimes panicked when they suddenly lost the ability to breathe air.

For a reason that the shapers who created the voxyn could not understand, voxyn hated ysalamir, creatures that were able to repel the Force. Voxyn lost their natural intelligence when ysalamiri were near and would try to eat the creatures; during experiments in which voxyn's legs were bound to the ground with blorash jelly and a ysalamir was placed out of reach in front of them, voxyn would sometimes tear off their own legs to get at the other creature. When certain voxyn could not reach the ysalamir to eat it, they would eventually resort to killing it. Some Yuuzhan Vong warriors gave ysalamiri to voxyn as treats.

Even though voxyn were sterile and could not reproduce, some feral voxyn still created nests and guarded them in a territorial style, bringing in corpses to the nests to feed the young that they would never have. Voxyn would not leave their nests unless they felt threatened and defended the nests from both other voxyn and beings not from their species, though nesting voxyn were more inclined to stay in their nest than attack a passerby unless otherwise provoked. In some instances, voxyn would starve themselves to death rather than leave the nest to hunt. While guarding a nest, agitated voxyn would ruffle their neck scales and scratch the ground. Those voxyn without nests became excited if they found fresh corpses while hunting that could potentially nourish their young, and they would drag them back to a voxyn nesting area.

History

Creation

\"They're cloning the voxyn!\"

\"Why would they do that? Would it not make more sense to breed them?\"

\"Perhaps. Unless they have only one.\"

- Jedi Cilghal and Tenel Ka Djo deduce the existence of the voxyn queen

In the year 25 ABY, the sentient Yuuzhan Vong, who were gifted in the use and creation of biotechnology, invaded the galaxy of the New Republic. In what came to be known as the Yuuzhan Vong War, the invading species came into conflict with the Force-using Jedi Knights and, seeing them as worthy adversaries and thus a problem, began working on a project designed to destroy them, of which Master Shaper Yal Phaath was placed in charge. Shortly after the Yuuzhan Vong captured the Jedi–controlled moon of Yavin 4, the Yuuzhan Vong shapers became aware of the vornskrs of the planet Myrkr, who were able to detect the Force.

The project was subsequently moved to Myrkr, and a decaying worldship, the Baanu Rass, orbiting the planet was used as the base of operations. After traitorous New Republic Senator Viqi Shesh provided the Yuuzhan Vong shapers with multiple vornskrs, Phaath and his shapers began to attempt to shape the vornskr into something that could hunt Jedi for them. The initial experiments with just vornskr genetic material proved only partially successful, as the resulting beast was not ferocious enough. However, after the genes of the fero xyn were added, as the fero xyn was the closest genetically to the vornskr, the perfect beast was created after a few failed attempts: the voxyn queen. However, because she was unable to reproduce and the shapers could not replicate their success with the queen, Phaath and his shapers were forced to clone the beast to be able to supply pack upon pack of voxyn. In cloning the voxyn queen, voxyn-growing vines submerged in a hydroponic pool were used to create immature voxyn.

After creation, voxyn were taught to hunt Jedi on special training courses on the Baanu Rass that prepared the creatures for the galaxy at large. Numerous different training facilities, each shaped to look like a different location in which voxyn could hunt Jedi, conditioned the creatures, and the Yuuzhan Vong used captured Force-sensitives to help train the new beasts. In addition to training the voxyn how to hunt almost anywhere, the Yuuzhan Vong added hazards and traps to the courses to teach the beasts how to avoid them. Some of these traps just triggered alarms, but a few killed or injured the voxyn who triggered them. Besides serving as the site where new voxyn were trained to hunt, the Baanu Rass was also the location of the shaper grashal structure, which was the home of the voxyn queen, who had to remain near Myrkr so that it could have access to the nutrients that kept it alive. Much of the Yuuzhan Vong's future plans relied on the success of the voxyn cloning program.

Jedi-killers

\"Eelysa. Something caught her.\"

\"Something?\"

\"This one doesn't know. But she is gone. Eelysa is no more.\"

- Jedi Knights Saba Sebatyne and Luke Skywalker, after a voxyn kills Eelysa

By 27 ABY, voxyn had been introduced to the galaxy and were deployed on a multitude of worlds, ranging from Corellia to Kuat. Typically used in conjunction with a group of Yuuzhan Vong warriors, voxyn searched for the presence of Jedi and other Force-sensitives on planets, moons, and refugee starships, such as the Nebula Chaser, after the Yuuzhan Vong–allied Peace Brigade organization became aware that the Jedi commonly used those vessels to transport themselves. Voxyn were quite successful in hunting and killing Force-sensitives, and many Jedi fell to the beasts, including the Chironian Lusa and the Human Eelysa. There was even a failed attempt to smuggle voxyn onto the New Republic's capital of Coruscant so that those hunters might be able to slay the Jedi leaders located there. Because the voxyn could not reproduce on their own, a small contingent of Yuuzhan Vong warriors attempted to get voxyn to mate with vornskr on Myrkr.

The threat of the voxyn drew the attention of the New Jedi Order. After the Jedi discovered that the Yuuzhan Vong relied on the voxyn queen to create more voxyn and that the queen's current location was near Myrkr, a strike team was made to deal with the voxyn. The strike team, led by Jedi Anakin Solo, managed to commandeer the Yuuzhan Vong frigate Exquisite Death and took it to the Baanu Rass worldship. After inserting itself aboard the worldship, the Jedi team was harried by both the pack of voxyn that accompanied Executor Nom Anor and his warriors as they tried to stop the team and the feral voxyn that dwelt on the Baanu Rass.

Despite taking heavy casualties—the engagement saw the death of Anakin Solo and the capture of his brother, Jacen—the Jedi team managed to slay the voxyn queen. In addition, Anor failed to prevent the destruction of organic tissue samples that had been taken from the voxyn queen, which would have allowed the Yuuzhan Vong to clone more voxyn. With the queen destroyed, no more voxyn could be created to hunt and kill Jedi, and the short life span of voxyn meant that the species' numbers began to dwindle.

After the queen's fall

\"I have six remaining voxyn, Dread Lord. Let me take one or two out, and if there are Jeedai involved in this business, the voxyn will find them and tear them!\"

- Warmaster Tsavong Lah, to Dread Lord Shimrra Jamaane

Shortly after the death of the voxyn queen at Myrkr, Jaina Solo, who had been on the strike team, painted a pair of running voxyn on her X-wing starfighter while she was fighting at the planet Borleias. She did this in an effort to further confuse the Yuuzhan Vong fighting her by adding to her persona of the Trickster Goddess. Though the voxyn were dying off and many were ill and weak, the Yuuzhan Vong continued to use the surviving voxyn to hunt down Force-sensitives, as the beasts were still dangerous. After the Yuuzhan Vong captured the planet Coruscant from the New Republic, Warmaster Tsavong Lah dispatched a unit of warriors and one of the remaining packs of voxyn to hunt down a group of Jedi that had infiltrated the Yuuzhan Vong's planetary defenses. However, all the voxyn in the pack, as well as many warriors, fell to the blades of Lord Nyax, a powerful user of the dark side of the Force who was stalking the lower levels of Coruscant.

As increasingly more voxyn died off, the Yuuzhan Vong began to treasure the beasts more and attempted to protect them when they could. By 28 ABY, only six voxyn remained, and these were controlled by Lah. The warmaster brought these voxyn with him when he led multiple battlegroups to engage New Republic forces at the Deep Core Treskov system. However, the battle in the Treskov system was a trap designed by the New Republic's strategist Gial Ackbar. After the battle began to take a turn for the worst for Lah and his forces, he took his voxyn and his Battle Group of Yun-Yuuzhan to the natural satellite of Ebaq 9. The warmaster hoped to hunt the Jedi in the New Republic's base there as a last ditch offensive, and he landed his voxyn and troops on the satellite.

However, while fighting in the tunnels of the base, three of the voxyn were killed by the actions of the Jedi, namely Jacen and Jaina Solo, and the others were killed when the Fosh Vergere crashed a stolen RZ-1 A-wing interceptor into the main shaft head of the base. The impact and resulting fireball sucked all of the air out of the tunnels, killing the last voxyn and almost all the warriors in the tunnels, with Lah perishing on Jaina's lightsaber blade soon after. Thus, the last of the voxyn were killed.

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Voxyn can make two bite attacks and one tail attack

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2QyY2RlYmVhZjI5","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"],["2d12","acid"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/134_-_Voxyn/avatar.webp","effects":[]},{"_id":"NTgyMjMxOTJmNWNj","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage.

If the target is a creature it must also make DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+5","kinetic"],["6d6","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/134_-_Voxyn/avatar.webp","effects":[]},{"_id":"YmIwODgwYTBiMTgw","name":"Sonic Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

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The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The assault specialist rerolls a failed saving throw.

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As a bonus action, the specialist can regain 20 hit points.

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The specialist deals an additional 1d6 damage when it hits with any attack (included).

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When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

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Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The assault specialist makes three attacks with its assault cannon or vibroblade.

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Ranged Weapon Attack +11, Range 80/320 ft., One target. Hit : 10 (1d10+5) energy damage plus 3 (1d6) energy damage

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The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage plus 3 (1d6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage plus 3 (1d6) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The gladiator makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The spy makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Organization type
Trooper Variant (Heavy Trooper)

Affiliation

Galactic Empire (Stormtrooper corps)

Coastal defender stormtroopers, more commonly known as shoretroopers, were a specialized variant of the Galactic Empire's stormtroopers trained and equipped for combat in tropical environments. Stationed at the top secret Imperial security complex on the tropical planet Scarif, shoretroopers patrolled the beaches and bunkers of the facility. Shoretroopers operated effectively as sergeants which allowed them to command small squads of regular stormtroopers. One of the notable aspects of coastal defender stormtroopers was that the position they serve in was rotational (temporary); subject to rank (skills and qualification) and operational demands (open positions due to mobilization or transfers). On a galactic scale, shoretroopers as a whole were scarce, as the conditions for necessitating their employment were less frequent, as few stations or garrisons were located on coastal/tropical planets.

Shoretroopers wielded both the E-11 blaster rifle and the upgraded E-22 blaster rifle while stationed on Scarif. They also carried a thermal imploder, a highly explosive grenade that was used to destroy SW-0608, an imperial cargo shuttle the Rogue One team used to bypass the Empire's space station in orbit over the world.

Del Meeko served as a shoretrooper prior to becoming a TIE fighter pilot. Several Shoretroopers were stationed on the ocean planet. They later came into conflict with rebel leaders Leia Organa and Luke Skywalker after they crashed on the world. A type of shoretrooper was the Heavy Shoretrooper, who specialized in heavy weapons.

Armor

There were at least three distinct ranks of shoretroopers, all with unique armor markings. Regular shoretroopers featured sand colored armor, with a red band around their right arm and a white stripe around their left shoulder guard. Squad leaders were identified by a sand blue stripe that went along the top of their chest plates and onto the top of their shoulder guards. Squad leaders also sported a kama attached to their belt. Shoretrooper captains had almost all of their chest plates blue, along with a small plate of armor that was on their left side. Their right shoulder guard was sand colored, but their left shoulder guard was all sand blue, save for the white stripe. Further down the same arm, there were stripes of sand blue and yellow. They also had limited or no upper leg armor for swifter movement in battle, similar to Scout troopers. Although their armor had more capabilities than standard Stormtrooper armor, it proved no stronger, as shown on Scarif. Shoretroopers were also known to use different armor load-outs or weapon configurations based on the conditions of where they were stationed or serve.

For general information about troopers, see Trooper

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The trooper makes two blaster rifle or stock strike attacks.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +3, Reach 5ft., One target. Hit : 3 (1d4+1) kinetic damage

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The shore trooper throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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\"With this knowledge, I can unleash the dark side energies that swirl invisibly around us, even to shatter the fabric of space itself. In this way, I have created storms.\"

- Darth Sidious, in a recording from The Book of Anger

Alternate names
  • Energy storm
  • Emperor's hyperspace wormhole
ClassDark side of the Force
Area
  • Control
  • Sense
  • Alter

Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Storms were incredibly difficult to control once unleashed and required mastery in many different Force disciplines.

A Sith artifact called the Darkstaff was known to have created one of these storms during a critical battle in the New Sith Wars. The storm annihilated the Dark Lord Darth Rivan's Battlelord army and transported him not only through space, but forward in time as well, to the Light and Darkness War, where the Sith Lord met his fate. Darth Sidious discovered the technique almost a thousand years later. He described it in The Book of Anger, the first volume of his Dark Side Compendium. He used the technique six years after his first death at the Battle of Endor to capture the Jedi Knight Luke Skywalker from Coruscant. Sidious's pride and confidence in the ability eventually proved fatal during the Battle of Pinnacle Base when he lost control of a storm and was consumed by it.

Description

\"…A storm—but not caused by anything natural.\"

- Luke Skywalker

One of the most powerful known Force abilities in existence, Force storm was capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. The power allowed a Force-user to generate unique hyperspace wormholes, violent blue vortices of Force energy known as Force storms, anywhere from less than one hundred meters to over one kilometer in diameter. Force storms could devastate the surfaces of entire planets and consume whole fleets of starships. Storms could also safely transport living beings across the galaxy in a short span of time and, if used in conjunction with certain Sith artifacts, could send a being forward in time.

The creation of a Force storm required the user to concentrate an almost palpable degree of anger and hatred into a tangible manifestation of dark side power. There was considerable danger involved in the generation of a Force storm; those who could not control what they had unleashed were often themselves consumed and destroyed. If the person generating the storm was killed, the storm dissipated in minutes. Storms could also be conjured across great distances. Darth Sidious was able to send one storm over thousands of light-years from Byss to Coruscant. Before being able to successfully create and control Force storms, a potential user had to be extremely proficient in the ways of the Force, including instinctive astrogation.

Applications

\"What is it?\"

\"Some kind of wormhole, opening up in space. It's huge! Fifty times the size of our ship! Energy readings are off the scale!\"

\"This is the Antares Six calling the Millennium Falcon. Our scanners just picked up a gigantic hyperspace wormhole. An energy storm of undetermined magnitude is—\"

- Syub Snunb and a crew member aboard the Antares Six

The earliest known usage of the Force storm technique was sometime during the first hundred years of the New Sith Wars. During a pivotal battle on Almas, the reigning Dark Lord of the Sith, Darth Rivan, obtained possession of a malevolent and semi-sentient Sith artifact known as the Darkstaff. Leeching Rivan's Force energy, the Darkstaff conjured a violent Force storm that demolished the Sith Lord's Battlelord army. Rivan, caught in the eye of the storm, was transported through time and space to a battle during the Light and Darkness War between the Army of Light and the Brotherhood of Darkness, over one thousand years later. Bereft of the Force, Rivan was easily slain by a Force-sensitive warrior. Around this time, the Jedi Council classified Force storm as a dark side technique due to its potential for abuse. The power also received a mention in the Jedi training manual The Jedi Path. In one particular copy of the book, Luke Skywalker made a note that the ability had the power to \"kill planets\".

Almost a thousand years later, Darth Sidious was able to develop the technique himself, which he described in the first volume of his compendium of dark side lore, The Book of Anger. In 10 ABY, a reborn Sidious sent Force storms out to numerous star systems throughout the galaxy after unifying the various feuding Imperial factions formed after the Battle of Endor.[12] One such storm was sent to Coruscant to retrieve the Jedi Knight Luke Skywalker during a crucial battle in the Imperial Civil War. The Millennium Falcon and her captain, Han Solo, encountered the storm in Coruscant's upper atmosphere, but Solo wrote it off as simply a magnetic storm.

A short time later, the New Republic EF76 Nebulon-B escort frigate Antares Six had a close brush with the storm above Coruscant. A crew member aboard the Antares Six notified Captain Syub Snunb that he detected a hyperspace wormhole fifty times the size of their ship opening up close to them. The Antares Six attempted to avoid the incoming storm, but the energy interference from the storm prevented the ship's systems from responding. The storm passed right by the Antares Six and headed toward the ruins of Coruscant's Imperial City, indiscriminately destroying any New Republic and Imperial vessels in its path

Sensing a disturbance in the Force, Skywalker was able to detect the storm, as well as the malevolent force behind it, as it dropped out of hyperspace. The Jedi insisted that his allies on the planet abandon him and allow him to face the storm alone. Skywalker and his astromech droid, R2-D2, watched as the storm came for them, tearing apart the surface of Coruscant and destroying or damaging much of the Imperial Palace in the process. The two were safely carried off by the storm and deposited in an Imperial dungeon ship, from which they were transported to Palpatine's fortress world Byss. Six years later, Coruscant had still not recovered from the devastation caused by this storm.

Not long after Skywalker's capture, Sidious accompanied a taskforce, led by his flagship Eclipse, to the New Republic headquarters on the Pinnacle Moon in an attempt to capture Skywalker's sister, Leia Organa Solo, who had stolen a Jedi Holocron from him. After Sidious was defeated by Skywalker in a duel, he poured his rage into the creation of another Force storm, one far more powerful than the one he used to capture Skywalker from Coruscant. The storm headed toward Pinnacle Base and began obliterating the New Republic fleet, destroying twelve ships within moments. Skywalker and Organa Solo countered Sidious by catching him off guard and cutting him off from the dark side with a wave of light side energy. Severed from his hatred and rage, Sidious lost control of the storm and was ultimately consumed by it. After devouring the Eclipse and the Dark Lord with it, the storm dissipated within moments.

Users

\"Now, you will experience my full potency. I live as energy. I am the dark side!\"

- Darth Sidious

Few beings were known to possess the knowledge and skills needed to create Force storms. The Darkstaff had the ability to create a storm with the power to transport an object forward in time, provided that it had access to a vast reservoir of Force energy from which to draw. In The Book of Anger, Darth Sidious claimed that he could create these storms from sheer acts of will, although he confessed that he could not completely control them. Years after writing the text, he boasted that he could finally control his Force storms completely, but in the end, his overconfidence proved fatal. Skywalker later found a recording of The Book of Anger buried beneath the rubble of the Imperial Palace and pondered Sidious's meaning behind the creation of \"storms.\"

Sidious's Dark Side Adepts also had the ability to create these storms, though they had limited control over them. Practitioners of the light side of the Force, such as Jedi, also had the ability to conjure Force storms if they banded together, but in doing so were at an extremely high risk of being corrupted by the dark side. When deciding where to establish his Jedi Praxeum, Luke Skywalker was concerned that one of his students could inadvertently create a Force storm while experimenting with the Force, and so he chose the remote moon Yavin 4 to reduce the number of potential casualties.

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The eye can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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If the eye fails a saving throw, it can choose to succeed instead.

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The eye deals double damage to objects and structures.

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.

The eye attacks twice with thunder slam.

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Melee Weapon Attack +16, Reach 20 ft., One target. Hit : 23 (4d6+9) thunder damage

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.

All other creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

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.

The eye moves up to its speed.

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.

The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/199_-_Force_Storm_Eye/avatar.webp","effects":[]},{"_id":"OWU1YjFiYjQyZTc5","name":"Screaming Gale (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with immovable object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC19 Dexterity saving throw or take the same damage and be knocked prone.

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The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":16,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":21,"prof":5,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","token":{"flags":{},"name":"Imperial Knight Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"lafc3n8nLH15ihgN","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2YyMGNmNDQwYThm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

4th level: freedom of movement

5th level: improved phasestrike, improved phasewalk,

telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"MjNlYzM3N2JjOGZh","name":"Master Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"ZjdhNmFlMGZhM2I3","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"NTU4YzIxOTM3ZDhm","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"ZGY3MjFiMDZmYWM4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight Master makes three attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YzA3ZjY5Y2YzYWQ1","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 13 (3d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"],["3d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"NOckYlbm1IJewJuE","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"84tghFOH5B0pPoJ6","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4riu2KUcTJtK49eD","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"4RJizl4uplUhZ9iL","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"AdyQWq6Bq8hfRoLb","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IGTLvpNPCmGOUI0D","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T0fMVgtW1bhXFHEU","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pwnp9sXYFBXSMxD4","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"b5CSIpWqYwtGujLi","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LqfAZBzRStFmYllq","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"krMJcA00yu31mxCd","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"D0XOf2qFkY25v3jD","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"lHfb4DK4D2cjNhgO","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NgtMmP1qEzphehWQ","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dFnoVC3hSVsZPcmU","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"75QMmZjvZ0ErSL4C","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EbTSiadW9xjwtbLl","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LySgMLHIVuN0JBSe","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

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Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

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\"They're shutting down all the controls!\"

- Obi-Wan Kenobi, during the Battle of Coruscant

ManufacturerColicoid Creation Nest
ClassSabotage droid
CostNot available for individual sale
Width0,25 meters in diameter (in sphere mode)
Mass4 kg
Sensor colorRed

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.

Design and function

Buzz droids were intended to disable instead of destroy their targets. Since they were so effective when being deployed by droid tri-fighters, the CIS retrofitted a number of Vulture droids to carry them as well. The buzz droids also had simple maneuvering jets that helped them to move while still encased within their spheres. Once they came into contact with an enemy starship, they would use a magnetic leg to gain a foothold. The outer shell was coated with a heat dissipating alloy that allowed it to penetrate enemy shields; it was also constructed of shock-absorbing materials.

The buzz droid's design was based off the pisto, a pest that lived in tropical regions on the planet Colla IV. When pressed for more droids by the Confederacy, the Colicoids took their existing repair droids and modified them to be saboteurs.

They apparently communicated through chattering, as shown when a group of buzz droids cut off the dome head of R4-P17, Obi-Wan Kenobi's astromech droid, during the Battle of Coruscant.

In some instances, buzz droids were deployed against living beings such as enemy infantry, with gruesome results.

Each droid has a main eye and two secondary eyes used for additional spacial awareness, an x-ray sensor, an extendable probe capable of invading computer systems, and is powered by a reactor primed for self destruction.

History

\"I'm hit! Anakin?\"

\"I see them. Buzz droids.\"

- Obi-Wan Kenobi and Anakin Skywalker

Introduced around the same time as tri-fighters, sabotage droids were feared by Republic pilots. They were often deployed when Separatist commanders wanted to capture starships.

Their earliest recorded use was comparatively late in the Clone Wars, when the Venator-class Star Destroyer Renown was seized by the Separatists. The droids were led by a tactical droid, which dispatched a lone buzz droid to search for the Republic's D-Squad, which had boarded the ship and was in hiding. The buzz droid was seen, and led D-Squad to a swarm of buzz droids. R2-D2 created a perimeter of fire, and M5-BZ sacrificed itself to draw the buzz droids out an airlock and into the void of hyperspace.

Discord missiles were carried aboard tri-fighters at the defense of Cato Neimoidia. They were launched against Eta-2 interceptors piloted by Anakin Skywalker and his Padawan Ahsoka Tano. A discord missile expelled its complement of buzz droids, which attached to Skywalker's craft. he and his astromech R2-D2 knocked away several droids, but the remainder succeeded in causing Skywalker's starfighter to crash, although the pilot and astromech managed to escape.

Some buzz droids were deployed from a HMP droid gunship to attack a Nu-class attack shuttle that carries a entranced clone trooper Tup.

During the Battle of Coruscant, Obi-Wan Kenobi's Jedi interceptor was covered in a swarm of buzz droids, which destroyed his astromech, R4-P17. His former Padawan, Jedi Knight Anakin Skywalker, tried to save him by blasting the buzz droids off, which only resulted in the loss of most of Kenobi's port S-foil. Skywalker then tried to scrape the droids off, which destroyed most of the buzz droids still active at the expense of several more systems on both Obi-Wan and Anakin's respective craft. However, a lone droid scrambled over to Skywalker's interceptor. His astromech, R2-D2, destroyed the buzz droid by hitting it in its central eye with his built-in fusion-welder. The buzz droid bounced over his fighter and was sent jetting away when it fell behind the exhaust of his engines.

Skywalker and Kenobi later encountered buzz droids on foot as they explored the Invisible Hand as they searched for Chancellor Palpatine. The droids were effective against infantry, swarming their opponents and latching onto them. They were no match, however, for a lightsaber, as used by the two Jedi.

Buzz droids became a very deadly weapon once Darth Sidious gave the plans of the Galactic Republic's starfighters to the CIS, and proved effective at destroying these craft in battle. Following the execution of the Separatist Council by Sidious's new apprentice, Darth Vader, these units were deactivated.

However, the billions of buzz droids left behind at the end of the Clone Wars were later utilized to great effect in junk yards, while others were taken to droid gladiator rings.

Warning: The following section is non-canon within the Star Wars Legends continuity. It contains information explicitly released under the Infinities brand and/or confirmed to be non-canon by the author or Lucasfilm. Information exclusive to this section did not happen in the \"proper\" Star Wars Legends continuity.

In addition, during the early stages of the Galactic Civil War, several were also involved in an incident above Coruscant, where they also attacked a Star Tours-owned StarSpeeder 1000 that had fled from an Imperial-orchestrated raid at Spaceport THX1138, although R2-D2 had managed to drive them off.

Non-canon information ends here.

The next time they would be seen in combat was within the hands of the Zann Consortium, which utilized large quantities of these droids during the Galactic Civil War to bring havoc to enemy ship systems during combat. These droids would be deployed from upgraded StarViper-class attack platforms.

Weapon systems

\"R2, hit the buzz droid's center eye.\"

- Obi-Wan Kenobi to R2-D2

Although individual tools might vary for each mission, the little buzz droids that were used in the Battle of Coruscant carried the following weapons: drill heads, puncture and cutting blades, plasma cutting torches, circular saws, prying hooks, and picket and pincer arms. The buzz droids' three sensor eyes included multiple filters and X-ray sensors. Darth Sidious provided the manufacturers of the buzz droid with design schematics of Republic starfighters then in use for maximum efficiency.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) ion damage

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When the Sith Reaver engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"ODUzZTcyNDUzNDM4","name":"Two Weapon Fighting","type":"feat","data":{"description":{"value":"

The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YjQ1YmZkNmIyNDFi","name":"Danger Sense","type":"feat","data":{"description":{"value":"

The Sith Reaver has advantage on dexterity saving throws against effects it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"entityorder":{"order":210}},"img":"systems/dnd5e/icons/skills/yellow_17.jpg","effects":[]},{"_id":"NmM5MTEzMDc0Yzcz","name":"Rage Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"MTk4NmMxZDI0ZWY2","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YTgxMDcyOGIyMjQz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Reaver

knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge

1st level: phase strike, hex

2nd level: dark shear, darkness, phase walk

3rd level: dark aura, knight speed, sever force, force scream

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YzQ0MzE1NWZhMDZi","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OTdkZWU0NDdmN2Qz","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDBiMjNlZjcyMWUx","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"Yjc3YmU0ZDUwMTY5","name":"Off hand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OWJhN2RkMDQwMzgx","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"MDNlNGE3NjI5Mzhh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OWMxZTU4MmJiODEz","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"fsD275OWOOAYgfDi","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"NTG2tG2qYUKgLiv6","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"5yanWEwIdIg3GShP","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"XcJVysyB7Qz99u4B","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"ycEUE1NoaNqdxIUe","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wALqzMMUjH8ySIyP","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"lTFDF1TlUEciBCgX","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"0p3H63wWYV1ZPax7","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"wrrDj2DXi7sNsP01","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wOgYsmEEFyDUeZWO","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"wMbXpXELshchVRlI","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Rnke2boUXV9XPqhK","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"o0dQTdFkyu2JidPs","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]}],"effects":[]} -{"_id":"m2400ECp1CRzX8lT","name":"Lylek","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"10d10+30"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"They're lyleks—armored insects, with stabbing limbs and poisoned tentacles. They hunt in packs, and they'll travel for days to get fresh food. We might kill the first wave, but we couldn't keep them back for long.\"

- Goll

ClassificationInsectoid
Distinctions
  • Spiked pincers
  • Powerful mandibles with a pair of tentacles

Homeworld
Ryloth
Habitat
Ryloth's equatorial forests
DietCarnivore

Lyleks were a species of large insectoid predators native to the equatorial forests of the planet Ryloth. With their spiked pincers and powerful mandibles with a pair of tentacles near it, the lyleks were the only Rylothian lifeform more dangerous than the predatory gutkurrs. Their ridged, spiked carapaces could deflect blaster bolts. Although the Lyleks lived in hordes, the bigger individuals often dismembered the smaller members of their kind. These hordes were led by a Lylek queen, and their elaborate underground nests could cover up to 15 square kilometers. They communicated by hissing, clicking and chittering. Their carapaces were tough enough to repel even heavy blaster fire, though a precisely aimed shot to the head could put one down.

A swarm of Lyleks attacked Emperor Sheev Palpatine and Darth Vader during their mission to Ryloth after their Star Destroyer the Perilous was shot down by members of the Free Ryloth movement. The two Sith Lords fought a running battle against hundreds of the insects before they were incidentally herded into the swarms central hive. There, they proceeded to kill the gigantic Lylek queen and slaughtered the hundreds of remaining drones.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":7,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","token":{"flags":{},"name":"Lylek","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/token.webp","tint":null,"width":2.2285714285714286,"height":2.242857142857143,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":11.214285714285714,"brightSight":11.214285714285714,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"m2400ECp1CRzX8lT","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmZjMDk5MDViODc1","name":"Tunneler","type":"feat","data":{"description":{"value":"

The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","effects":[]},{"_id":"OWVlZDMwZDU0NzAx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzRkYWQyNmYxZDgz","name":"Leg Spear","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","effects":[]},{"_id":"Y2E2YmUyMzZkOGE1","name":"Tail Stinger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","effects":[]},{"_id":"ZDJlYjliMWVkMmQ5","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MTI2YWFmZjEyNDY4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points.

The

sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: battle precognition, burst of speed, heal, project

2nd-level: force barrier, force enlightenment, stun

3rd-level: knight speed, share life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MDNkM2FmYTI4N2Vh","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MmE2ZDIzZjc4ZjY1","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"OTUzZmRmNWRiYTJj","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"HRrIDowsHDUh0UjR","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ilhN5ZNZDTID0zyC","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H1FbmyEaBHU73M8I","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XVDbE2UrMvMZnDAM","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tZXrh4Ypuqbgtu6x","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"YHgCGpFMQGnS2l2F","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"TEA11gy4VIFhEUVk","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"Bec5sZTXz3W5kh2e","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rq7ewsxgSWvtEtKF","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"feYgMFJcAPsaDDfj","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OopcnB4t95orTomx","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RVXtTo6oKmLgTZfc","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"0yeTneO0evuyxLJ2","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"mEOjC00MzXrkzgDr","name":"Sith Mastermind","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":21,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"cha":{"value":27,"proficient":1,"min":3,"mod":8,"save":15,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"+2 Robes, 21 with battle precognition"},"hp":{"value":285,"min":0,"max":285,"temp":0,"tempmax":0,"formula":"30d8+150"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":88,"min":0,"max":88,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":285,"min":0,"max":285},"bar2":{"value":18,"min":0,"max":0},"senses":{"truesight":120},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.


A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.


The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.


Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":24,"powerForceLevel":20,"powerTechLevel":0,"xp":{"value":62000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["necrotic","poison"],"custom":"Kinetic, Energy, And Ion From Non-enhanced Weapons"},"dr":{"value":["cold","lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned"],"custom":"Charmed Deafened"},"languages":{"value":[],"custom":"Galactic Basic, High Galactic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":2,"ability":"cha","bonus":0,"mod":8,"passive":32,"prof":14,"total":22},"ins":{"value":2,"ability":"wis","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"itm":{"value":1,"ability":"cha","bonus":0,"mod":8,"passive":25,"prof":7,"total":15},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":2,"ability":"cha","bonus":0,"mod":8,"passive":32,"prof":14,"total":22},"slt":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","token":{"flags":{},"name":"Sith Mastermind","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mEOjC00MzXrkzgDr","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWUyZDc5ODM3YWI1","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber

Reflect, Shock

1st level: battle precognition, disperse force, fear, hex

2nd level: drain vitality, force camouflage, hallucination

3rd level: force lightning, force suppression, improved dark

side tendrils

4th level: drain life, hysteria, shocking shield

5th level: dominate mind, insanity, siphon life

6th level: force chain lightning, mass coerce mind

7th level: force lightning cone, force project

8th level: death field, force link, maddening darkness

9th level: force storm, mass hysteria, master battle meditation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"ZmU4NDNkNGIzY2M4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"YzliMGM2YmI0Zjg0","name":"Force Senses","type":"feat","data":{"description":{"value":"

Sith Mastermind has advantage on Wisdom (Perception) Checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"M2MxOTlkNTYzYWEz","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If Sith Mastermind fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"MTc0NWVhNDM4MmY5","name":"Precognition","type":"feat","data":{"description":{"value":"

Sith Mastermind casts precognition on himself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"Mzk5ODQ5YzhiZDgw","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"N2YwOTY4NzBjM2Yz","name":"Lightning-Infused Touch","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (3d6) lightning damage.

The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NmIyNTg5ZDMzYTgz","name":"Dual-phase lightsaber (one handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":13,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"],["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"OWI2YWQwZDllYWIz","name":"Dual-phase lightsaber (two handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 10 (3d6) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":13,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"],["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NmQyMzQyNmZjOTc5","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"YjI2MWUzZmY1ODY4","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"Yzc5ODhiZTI0NTQ3","name":"Frightening Gaze (Cost 2 Actions)","type":"feat","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NTFlYTlkY2UzODhh","name":"Disrupt Life (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"tTaljtBagItyk5Fq","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"lP1ysZxoYUMOkDP9","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"A2VokdNKHnsG5Pgo","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"gIHUUk3jTn0ltdaM","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"GxcMavyr3SmdwSs0","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"TZIyDW0VZpSEdsuW","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"CpFEe56Stbntwxzl","name":"Disperse Force","type":"power","data":{"description":{"value":"

Prerequisite: Saber Ward

\n

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ebWGew0oR2CG7S43"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a8D6lBjkoLErZHCd","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"dBIS1ZUz8FNp9JrJ","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"yAhLBgZ6R2Xn7dj2","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"xD4H0lQ0KhSnAsuK","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kJcJeY45uH9CQQhr","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"srjU5tFLPPzmYlIM","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"Ofoyzch0BBYoZP3H","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"5hJAGHVIo9U9NVoy","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"OAYMNkSQO18UbicA","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"UaHVfPnux1MBafcX","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"WA3nkysUISPElrWV","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"Duw1QXgE0oe3TZsG","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"T5uWNlHoSppCSipI","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"T7Y3TWLJOrqCEXr7","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"W9VnrGVPxN2Xfct5","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"eUCTrq3RAREdoCDI","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IaARg9aMwblyuguQ","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"zZ6a2MUHJXz2fHea","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LLhZv9vU7iPsxLoy","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"Q57OwhuBCTgsVQo4","name":"Force Link","type":"power","data":{"description":{"value":"

Prerequisite: Force Meld

\n

You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MEcTbI8Y4xotnJwl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dFjBbNqaXQNEX01L","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]},{"_id":"nQlEG6xgObaoYDNp","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"5j8V6h9NhHoWkRKB","name":"Mass Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3odfJsD1RezuxzDG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gvcoJF9JcaAPq7wG","name":"Master Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Improved Battle Meditation

\n

You exude an aura out to 30 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"cha","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wYU8UqUwJVpOQpRK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Battle%20Meditation.webp","effects":[]}],"effects":[]} -{"_id":"mJCP2121WNOhQ0dA","name":"Varactyl, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d10+2"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":150,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","token":{"flags":{},"name":"Varactyl, Adolescent","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mJCP2121WNOhQ0dA","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjRmMDczZDI5Njdk","name":"Trampling Charge","type":"feat","data":{"description":{"value":"

If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","effects":[]},{"_id":"MmE5MzhmYjY1MzM2","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","effects":[]}],"effects":[]} -{"_id":"mW6IFVJ3UOxRslgg","name":"ISB Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"light combat suit, medium shield"},"hp":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0,"formula":"8d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":44,"min":0,"max":44},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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The Officer makes two attacks.

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The Officer rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

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The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the \"iron beast\" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.


Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.


Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

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The basilisk has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

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A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

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.

The basilisk makes three weapon attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 10 (2d6+3) fire damage

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The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

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The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points.

The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, dark side tendrils, fear, force

body, hex

2nd-level: darkness, force confusion, hallucination, phasewalk

3rd-level: force scream, improved dark side tendrils, knight

speed, sever force

4th-level: hysteria, force immunity, improved force

camouflage, shroud of darkness

5th-level: dominate mind, insanity, telekinesis

6th-level: improved force immunity

7th-level: ruin

8th-level: maddening darkness

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YjdmODc5ODljNDc4","name":"Force-enhanced strikes","type":"feat","data":{"description":{"value":"

The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

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The sith usurper has advantage on saving throws against force powers and effects.

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If the sith usurper fails a saving throw, it can choose to succeed instead.

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As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NWNjN2IwODI1OTk0","name":"Quickened Power","type":"feat","data":{"description":{"value":"

When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NDlhZDlhNjVmNjJl","name":"Twinned Power","type":"feat","data":{"description":{"value":"

When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NTg2YmE0ZTlkYWZj","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YTA0ZDkwMzRiMmYw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Sith Usurper makes three attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmNjODM2NDc5ZTFi","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YmJjMDRjZjljOTBh","name":"Shadow Step (Recharge 5-6)","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"MThmNDhlNzg1NGJj","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

The sith makes a doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"OTRmNTA1MTc5Mjg0","name":"At-will Power","type":"feat","data":{"description":{"value":"

.

The sith usurper casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"ZmZkODgxMTRjNjk4","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"OWFhMjAzMzVjODMx","name":"Shadow Step (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith Usurper recharges its shadow step action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"ysDMI3BvSILetCSo","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"Kkmh69CZdP0WfnaY","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"OGBNvZaZVe1W39hm","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"CS03ICAdgD6FUVQf","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"vQHPI1FlOGGduj2B","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"dd3HvtsNfv539o1W","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"rLFyDwdyjdP6l2dE","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"Q8NLIWqOpsO08Cbb","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"ZxmaNKP2qEDWrVwT","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"4GFifyM0hDlxZNeG","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"aJibZYDceWsWxyuM","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"ESGXZcnKFwAlepl7","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"s680LCzpahjCMccy","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"1Nsl8naeaLsqTjFn","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"IJF279ELTdVOTFAQ","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"j8meojup4amaSZuq","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4ybiicdD8YVQoHqk","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"svCBYW9dTwDRy8Wx","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"VMrY4HTiF2k0nV7N","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"P4eSggJsHsWyHM90","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eDQoMo0NyC6xRfUq","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"3ZoOVarrUf7HFUli","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"wgVEpFnhaPfRjfvE","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZEAbsGMPXruUUXxA","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"ivJsWTQwTvYWGswa","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"jxJki0Jc2QtEzW0Y","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"64Td2odOPJvMPoKS","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6LZiDrRid67vV0Mq","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"e3CDNtlWInBwuxUC","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"jKmm7xyHcBEEWpbc","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]}],"effects":[]} -{"_id":"nGfvxojPzPzfwqPx","name":"Outlaw Archaeologist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":1,"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":1,"min":3,"mod":7,"save":11,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"fi\u0000ber armor, 19 with tactical advantage"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":29,"min":0,"max":29,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

","public":""},"alignment":"Chaotic Balanced","species":"","type":"humanoid (human)","environment":"","cr":12,"powerForceLevel":0,"powerTechLevel":12,"xp":{"value":8400},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Binary, Huttese, Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":1,"ability":"int","bonus":0,"mod":7,"passive":21,"prof":4,"total":11},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","token":{"flags":{},"name":"Outlaw Archaeologist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"nGfvxojPzPzfwqPx","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTllYTUxZmIxYjU0","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"Yjk2NWUwZjVhYWIy","name":"Practiced Liar","type":"feat","data":{"description":{"value":"

Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NDIwNjlkZDQ1NzAx","name":"Sneak Attack (1/turn)","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NTAyOGU5M2NhNmJm","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NGVkMmE4OGUxZjY4","name":"Techcasting","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks).

The Outlaw

Archaeologist has 29 tech points and knows the

following tech powers:

At-will: electroshock, encrypted message, mending, ward

1st level: element of surprise, holographic disguise, repair

droid, translation program

2nd level: hold droid, infiltrate, shatter, smuggle

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen

5th level: override interface

6th level: disintegrate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MmIwYmQ5M2VjZWMw","name":"Snap Fire","type":"feat","data":{"description":{"value":"

The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"OGE1NjkwMTAwMTM3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist makes two attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YjRhMTY2ODRiMTYx","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"ZjMwZjJhMWEzMWMw","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MWVlZWUyMWNjYjg5","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist casts an At-Will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"N2Q2NDc1Y2I0NWRl","name":"Move","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"YzQzYWI2ZTJmYmY4","name":"Cast Tech Power (Costs 2 actions)","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MTc3MmVlMjRhODE0","name":"Boop (Costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) \u0000re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"JlLLpRtPC0fKj9pM","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"sc4BaLqnsbCxjkVk","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]},{"_id":"0wAYlPw12B8V0Wtt","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"jj5sJwo1rAu06jGU","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"bajGfBLND1yfohfX","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"zRiLnqYvyyMocU4d","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"1ePrf3hJQciEv68m","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"UQhBpg4YF7XSUZWF","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"viEHh649DB7KlhL0","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"BnnZTbcDxWl2ptW2","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"hzsFFOxpDn5VBTHF","name":"Translation Program","type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i1fB3zDVdoeIc7KB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp","effects":[]},{"_id":"yfIGDLoyPqtdKerR","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

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You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

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This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"JwpCJKpPznHPqRUf","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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\"Astromech C1-series. Obselete mechanism. No longer in production.\"

- EXD-9, to C1-10P

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
0,99 meters
Weight32 kg

The C1-series astromech droid was a model of C-series astromech droid manufactured by Industrial Automaton. They were used during the Clone Wars and the reign of the Galactic Empire, though by then they were considered antiques and had passed their manufacturer's expiry date a few decades prior. They had three mechanical arms to manipulate objects with, and featured an electrical arc welder. C1-10P, a droid nicknamed \"Chopper\" who served on the Ghost, was a C1 model, although he was mismatched after years of repairs and patch jobs.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Speaks Binary, Understands Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","token":{"flags":{},"name":"C1 Series Astromech Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"nJstNaZPnCZXAA4V","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWM2MzQwYjZlMjg5","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"ZWVlZmEzZTY5YjNh","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"MmI2YTM0YTIxMjBi","name":"Rocket Boost (1/day)","type":"feat","data":{"description":{"value":"

The astromech droid leaps up to 40 feet in any direction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NGVhMjlhMjI2M2I1","name":"Shockprod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]}],"effects":[]} -{"_id":"nhegFjZ88xeZwjcB","name":"Killik Gorog Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"hardened carapace"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 18"}},"details":{"biography":{"value":"

Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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DesignationNon-sentient
Average height12 cm
Average lengthNearly 1 meter
Distinctions
  • Eight legs
  • Four eyes
  • Venomous bite
Homeworld
  • Tatooine
  • Tocoya
  • Kirdo III (not homeworld)

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.

They were fast-moving scavengers and pests that lived in rocky, secluded habitats, particularly on Tatooine, as well as Tocoya and Kirdo III. Rock warts were usually solitary creatures, and often hid in shadows and attacked when surprised. They were nearly one meter long.

Among the nasty surprises to greet a weary moisture farmer returning to his hovel after a hot day's work could be a spiny rock wart that had crawled into the welcome shade of the home. Though not ordinarily aggressive towards larger animals, rock warts had a deadly neurotoxin that could kill a man as easily as the small invertebrate and lizard prey upon which the creatures usually fed. The lethal venom, administered by a bite to subdue fleeing prey, might just as readily be used by a surprised rock wart in its own defense, having been sat on or stepped upon in the dark. Misunderstanding or not, the unfortunate recipient of a wart wound was seldom alive long enough to care about the reason he was bitten.

In 32 BBY, as he led the Ghostling children to freedom through Mos Espa's subterranean sand drains, young Anakin Skywalker was attacked by a rock wart, but the fledgling hero escaped its venom by administering to it healthy jaw-clamping bites of his own.

Unidentified variation

Top zoologist Lyrre T'enna was unable to identify the species of a roadside creature that resembled the rock wart.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1d3-1) kinetic damage.

The target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

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Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors: Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Prominent Mand'alors: Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Prominent Mand'alors: Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the Duchess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being briefly captured by Saxon and Captain Hark who wanted Wren to improve the Duchess. Fortunately, Wren was able to make the Duchess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire.

After the destruction of the Duchess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.
","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":21,"powerForceLevel":0,"powerTechLevel":14,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":1,"ability":"dex","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","token":{"flags":{},"name":"Mand'alor","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"nzOd7CeXZqpo0Npq","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGZjMzdhODIzZDAz","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

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Mand'alor has advantage on saving throws against being frightened.

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Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"ZTNhYTRlYzc0ZTE1","name":"Combat Tech","type":"feat","data":{"description":{"value":"

When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"YzRhOGZmYTU1ZGJj","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MTliZDRkNDBkZjhm","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"OGY3OTYxYjYxOWJi","name":"Improved Mandalorian Tech","type":"feat","data":{"description":{"value":"

Mand'alor deals two extra dice of damage with its weapons (included).

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While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"ZmViZGJjYTkxZDZh","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack,

temporary boost

1st level: energy shield, flame sweep, flash, spot the weakness,

tactical barrier, tranquilizer

2nd level: detect invisibility, electromesh, shared shielding,

smuggle

3rd level: explosion, kolto cloud, tactical advantage, tech

overide

4th level: ballistic shield, defibrillate, kolto reserve, scan area

5th level: immolate, paralyze creature

6th level: disperse energy, firestorm

7th level: greater sabotage charges, tactical superiority

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Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MmU0ZGQ5YTk5ZTFj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"NTgyMTNlZmJkMjQx","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"Zjk2N2U5YmM4NjRi","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"YzYyNDNkZTQ5ZGVl","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"96t3RMJYR5zBLZc1","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"rYn4AS4HTcw3WvmK","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"CzjU4wEexqPrjgSN","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"qNkDyUYlUIGwysSt","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"Z74vaEuE3Tq3U1iT","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"wRsaV4TejFL7a1YG","name":"Flame Sweep","type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6aZ0FG6HwrUO28WF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp","effects":[]},{"_id":"ifK07sYY0CEmJfJc","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"0SL7Ft5Torgc1BpD","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"3hvbtZt9HQB9BQzV","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"IonbG706Dt3MWWdF","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"CRoJbNqilAydiwJe","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"CtcUTQCF7GA9piiq","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"31cGkO4ic4ZUcBbu","name":"Shared Shielding","type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c4SsNyGyxVhoTcT7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp","effects":[]},{"_id":"Pa702oTuli9K9Wqa","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"fg4Fdl58EQO3znvP","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"yTrc3sPxivtDkRXZ","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"27SJTEGeJcxIn6a3","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"fuMPHdgx5x2yRhvd","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"wXoahAq7rwuqUAQR","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"KuYu9fJgMwFkwemX","name":"Defibrillate","type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.73W8rKPEbN60y7L2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp","effects":[]},{"_id":"xrqtQmG7CeqrMtg2","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"EC80BjLUlWvdYlYC","name":"Scan Area","type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZFGBrIjKVhzOE7O0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp","effects":[]},{"_id":"0Hs595bMY1HLQ8z2","name":"Immolate","type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fc1XTRTpr4FjyCSw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp","effects":[]},{"_id":"ldJnxMrr4YbelEZP","name":"Paralyze Creature","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XkEm103IydE75jWD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp","effects":[]},{"_id":"FtlFCO0n0utMobMN","name":"Disperse Energy","type":"power","data":{"description":{"value":"

You have resistance to acid, cold, fire, lightning, and sonic damage for the power's duration.

\n

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.px6DKRGAVjyTh638"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DisperseEnergy.webp","effects":[]},{"_id":"CHXyNjTJ7xXRHV2U","name":"Firestorm","type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xsY1jAc9qw4t308"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp","effects":[]},{"_id":"BRJ7vgNME0Ffp98M","name":"Greater Sabotage Charges","type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cBi1Qb9wV9V6eIlb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp","effects":[]},{"_id":"PqvMrJKxjNYIgKNO","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

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\"The Geeaych-Seven: Four-time winner of the 'Silver Bantha' for excellence in industrial design.\"

- Excerpt from a Chiewab Amalgamated Pharmaceuticals sales manual

ManufacturerChiewab Amalgamated Pharmaceuticals Company
ClassClass 1 medical droid
Height
0,7 meters
GenderMasculine programming
Sensor colorBlue
Plating colorSilver

The GH-7 medical analysis unit was a model of medical droid in operation during the final years of the Galactic Republic. It was manufactured by the Chiewab Amalgamated Pharmaceuticals Company in competition with Geentech's 2-1B, and designed by a group of Columi.

The GH-7 was a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid had access to a range of medical duties, all the while wirelessly connected to the current medical facility's main computer. Also, it could serve as an assistant to an organic medic, as it was made so that all of its tools were easily accessible.

The GH-7 was used on many Outer Rim medical outposts, including the CIS facility on Boz Pity and the medical center on Polis Massa. Several decades later, the GH-7 would find use at the Aurora Medical Facility on Obroa-skai.

History

Chiewab Amalgamated Pharmaceuticals Company, though one of the galaxy's largest medical corporations, was not known for making droids. The company could have gained the opportunity to become a forerunner and lead player in the droid market, however, if it had not spun off its subsidiary unit, Geentech. Geentech soon proved too valuable to lose when the company introduced the 2-1B, but by then it was too late to claim copyrights on the valuable property. Before Chiewab could even have a chance, Industrial Automaton swooped in and absorbed the solo franchise. Ever since, Chiewab worked to make amends for the 2-1B with the GH-7, its best contender. Using a percentage of the company's vast profits Chiewab hired a droid design staff comprised entirely of the highly intelligent Columi. The intellectual species' love for logic and efficiency in engineering were qualities expressed in the creation of the GH-7. However, Core World medical facilities continued to purchase the more sophisticated 2-1B or the broader MD-series medical specialist droids, making the Outer Rim a more welcoming market for the droids.

After Padmé Amidala was injured by Darth Vader on Mustafar, she was taken to a medical facility on Polis Massa. There, this soft-spoken medical droid bore the news from the silent Polis Massan medics who worked diligently to save Padmé's life. Though they found nothing physically wrong with her, for reasons they could not pinpoint, she was losing her grasp on life. However, this news was mingled with hope for those present, Obi-Wan Kenobi, Bail Organa, and Yoda; the Senator was pregnant with twins. Though the Polis Massan medics were unable to save Amidala's life, she did give birth to twin infants, Luke and Leia, giving these children a chance at life. A GH-7 unit also assisted in treating the injuries of Jedi Padawan Zeami following the Battle of Coruscant.

Design

The GH-7 was a premier medical droid typically found in some of the better-equipped hospitals and as a personal physician to the wealthy. The GH-7 was designed so as not to mimic any known species to ensure that a wide variety of aliens were comfortable being treated by the droid. The design settled on had a roughly humanoid torso, three main limbs, and a central head unit. The droid was kept easily customizable to account for last-minute emergency needs and use with non-Human races and was equipped with a heuristic processor to allow it to learn new techniques. A slit in the droid's chest also served as a hologram projector, which had the capacity to generate life-sized holograms of a patient in order to better illustrate the steps of a complicated procedure. A separate equipment tray was built into the droid's \"crest\", which held such tools as scalpels, bone spreaders, and other diagnostic tools. Everything on the droid's body was arrayed to allow for easy access. The droid was mostly gray and black, with a bright green holoprojector, display, and photoreceptors, and a blue symbol on the droid's chest to mark the analysis chamber.

On the droid's left hip was a black, L-shaped tray with another, smaller tray slightly above that. In addition to these, the droid boasted a specimen rack that protruded from its side and held sample jars or vials of live cultures. Repulsor fields kept the sensitive liquids perfectly balanced to inhibit spilling.

The droid's torso sported three dexterous arms, two of which were connected to the shoulders and were single-hinged, with three dual-hinged manipulators. The third protruded from atop the right shoulder and was also single-hinged with two dual-hinged fingers. These three limbs allowed the droid to perform various delicate tasks, from collecting specimens to hypodermic injections. A fourth, less-noticeable arm housed a testing probe. This arm was used when analyzing a biological sample to insert the sample into the droid's built-in analysis chamber capable of two kilograms of storage.

The head of the droid was a hammer-headed shape, with a flat \"face\" and a long sloping crest at the back of its head. A wire connected the crest to the back of the droid. Its photoreceptors were wirelessly linked to the medical mainframes of its current facility, as well as doubling as bioscanners and functions that included parallax brainwave readings as well as enabling the droid to see in dim lighting. A disc-shaped display screen exhibited video or pictographic information regarding the GH-7's testing results and its diagnostic conclusions. A comlink was built into the droid for communication over distances.

The design of the GH-7 was so successful that it won the Silver Bantha for excellence in industrial design four times and was recognized for its humanitarian work.

The GH-7 cost 4,840 credits, a price that made it rare to find on poorer worlds, though some patrons donated them to hospitals or clinics on fringe worlds or to serve as relief workers.

Programming

\"Medically, she is completely healthy. For reasons we can't explain, we are losing her.\"

- A GH-7, speaking of Padmé Amidala, to Obi-Wan Kenobi, Yoda, and Bail Organa

The GH-7 was programmed with considerable intelligence, enabling the droid to act as a diagnostician, a surgical assistant, anesthesiologist, and hematologist. The GH-7 was also automatically programmed with the ability to speak Binary and was able to interface with a computer. The droid was, unlike most medical units, transported on and provided mobility by a single whisper-quiet repulsorlift cell for maximum mobility in an operating room and a crowded hospital and to reduce contact with potentially contaminated surfaces.

The droid was programmed with a gentle, calming voice meant to soothe both the patients and their companions alike, in conjunction with this, the GH-7 was programmed with a high degree of compassion, such that independent GH-7s sought work in poor or troubled regions and attempted to heal whatever ill being it came across. It was also programmed with several mannerisms meant to give it a more benevolent and approachable feel, such as gestures or subtle movements or raises in pitch. Its largish head, while echoing the Columi's similarly oversized skull, gave the droid the look of a child, making it seem less threatening, as did the lack of any sharp edges and the rounded appearance. The droid was also inherently programmed with the physician's code and strong prohibitions against harming any intelligent organic being. This was so engrained in their programming that the droids were incapable of engaging in combat except to protect their patients, and even then only utilized weapons set to stun when against an intelligent, living target.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":0,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":10},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Galactic Basic, One Other Of Your Choice"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ani":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":15,"prof":4,"total":5},"nat":{"value":0.5,"ability":"int","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"prf":{"value":0.5,"ability":"cha","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"slt":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/170_-_GH-7_Medical_Analysis_Unit/avatar.webp","token":{"flags":{},"name":"GH-7 Medical Analysis Unit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/170_-_GH-7_Medical_Analysis_Unit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"o7q13EcJIZxdf1SY","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YzQ2ZmRmNWFiYjE2","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

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As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

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As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\"

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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If the Gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

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The Gunslinger adds 2 to its attack rolls with blasters.

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The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

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The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech

points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot

1st level: element of surprise, energy shield, homing rockets,

tracker droid interface

2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,

translocate

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen, kolto reserve

5th level: cryogenic spray

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The Gunslinger has advantage on saving throws against tech powers.

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The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"MTgzYjA5YThiMzA5","name":"Thermal Detonators (3/day)","type":"feat","data":{"description":{"value":"

.

The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"tBhczP95Y4qbbJ7W","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"8XbpGkYTwfg1Vrbg","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"zkpfWMYNZn1OgjIn","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"zMF1KXzqQjWowa4I","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"qacinPaOSERxoqw5","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"tBrTxHQBXw4kAJ7o","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"Uz2Qdh0apIcFTcsW","name":"Tracker Droid Interface","type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":810000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PopHJSVZq9t1FFf5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp","effects":[]},{"_id":"kUM6WKR0YUt7dAUW","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":910000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"zfHE74OtTi7tA9NF","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1010000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"oT2HlLFyiSYWVjNN","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1110000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"uAJEqq6pAGHOa71Q","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"GxGnrN3zzmPKWpn7","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"JjzwWnSvJ2HQsbow","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"zzRxLHZUmxVaDGU8","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"CBiGLvYxh91l829e","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

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You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

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A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Blackarm makes two attacks, either with its Greater Shoni Spear or its Outland Rifle, and uses Incite Rampage if it can.

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Melee Weapon Attack +5, Reach 5ft., One target. Hit : 6 (1d8+2) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage

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.

One creature the Kolkpravis' Blackarm can see within 30 feet of it can use its reaction to make a melee attack if it can hear the Kolkpravis Blackarm and has the Rampage trait.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +12, Reach 30 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 10 (3d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

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Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"As sure as it is my duty to remain loyal to your command, I also have another duty. To protect those men.\"

- Clone Captain Rex, to General Pong Krell and referring to the clone troopers under his command

GovernmentGalactic Republic
Organization
  • Republic Military
    • Grand Army of the Republic
    • Republic Navy
Position typeMilitary rank
Duties
  • Command of a company
  • Command of a starship

A Clone Captain, also known as clone trooper captain, was a rank held by clone troopers in the Galactic Republic's Grand Army who commanded companies of 144 troopers, although this limitation did not apply to every captain. The sixteen captains of a regiment were in turn led by their respective Clone Commander, or in some cases, a Jedi General. Standard Phase I captains wore armor featuring four maroon circles on the left chestplate as well as a stripe of maroon down the length of each arm, vertically up the middle of the helmet and laterally around the visor.

CT-7567, also known by his nickname \"Rex,\" was a respected and notable Clone Captain who led the 501st Legion and the legion's Torrent Company. He often took orders directly from Jedi General Anakin Skywalker, and served as Skywalker's first in command. Rex also had authority over Execute Battalion and Carnivore Battalion of the 501st Legion.

In the final moments of the Clone Wars, Clone Captains were ordered by Supreme Chancellor Palpatine to betray and kill their Jedi Generals.

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The captain has advantage on saving throws against being frightened.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Homeworld
Dagobah
HabitatSwamps

The Spotlight sloth, or spot-light sloth, or Dagobah swamp sloth, was a large furry mammal native to the swamps of Dagobah. The sloth was covered in a waterproof greenish-brown fur. They were so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These \"spotlight\" patches, when revealed, were used to induce plants and fungi to unfold and/or burst. The sloth would then use its small paws to quickly stuff food in to its toothless mouth.

Spotlight sloths favored fresh, succulent flowers along with the berries of the lahdia plant, but willingly ate other plants if necessary. In turn, sloths were preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger could knock out an unlucky sloth.

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The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

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In planet-based military organizations, a sergeant was a non-commissioned officer ranking above a corporal and below a Warrant Officer. Sergeants served as squad leaders, or as assistants to commissioned officers commanding larger units and formations. Sergeants formed the backbone of the Imperial Army. The rank of sergeant was also a part of the Sith army in the New Sith Wars. Darth Bane was once a sergeant. In the ranks of the Mandalorian Protectors, the rank of sergeant was called ruus'alor. The rank could and would also be utilized by members of a law enforcement agency.

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Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 7 (1d12+1) kinetic damage

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For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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The infiltrator has advantage on attack rolls against any creature it has surprised.

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The infiltrator has advantage on saving throws against being frightened.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The infiltrator deals one extra die of damage with its weapons (included in the attack).

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While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZmU3M2EyNTk4ZGMy","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZjNlZDY1ZGI5MTNh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"NjY0M2Q5YzlhMTAy","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted

message, minor hologram, rime shot

1st level: alarm, element of surprise, gleaming outline, smoke

cloud

2nd level: concealed caltrop, infiltrate, smuggle

3rd level: invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"MzVjOWFiYjMzMGRj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZDVhODMwZmE1YTgz","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"MGQyMDU5ZDUzN2Iw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The infiltrator makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZjczODA0ZDBkYjE4","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 150/600 ft., One target. Hit : 18 (2d12+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZWY1NzM3NjExMTA3","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"YWM2MzIxYzYzODAw","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZTM1YzgzNmI4NmZi","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"Zjc5NGRmZDg1ZmEz","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"BqqabRLR3GBsq1VT","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"tCQVQvzYjletbLoR","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"hpjqzJPlBriJtO5T","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"hrJhWYku05wOh7Qu","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"BE6kvxi8uz9wS7Mi","name":"Rime Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i6VsaYG9PEr8NP1I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp","effects":[]},{"_id":"ABLKOUcyu4GmrhXv","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"m6fv2PUL5NcoxpZ2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"lwsYj2WrsP3xPPEv","name":"Gleaming Outline","type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zBQIDrnkr3L6URgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp","effects":[]},{"_id":"UD76tvUDnylEH7o7","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"w8WNROvyybj4LwRS","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"vW3rxZRs2p5U7Dcn","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"4whBD8pLev67t7DF","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"lcmzRnuaiGpBRJ4c","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.hyh01gHWyf5MVpdm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp","effects":[]}],"effects":[]} -{"_id":"pIFslO0SA2MB45gk","name":"B'omarr Brain Walker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":54,"min":0,"max":54,"temp":0,"tempmax":0,"formula":"8d8+16"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":54,"min":0,"max":54},"bar2":{"value":14,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"

\"You seen that new VT-16?\"
\"Yeah, some of the other guys were telling me about it. They say it's… it's quite a thing to see…\"

- KE-829 and his partner aboard the first Death Star

Manufacturer

Arakyd Industries

ClassSecurity droid
Height1,5 meters

The BT-16 perimeter droid, also known as the VT-16 (or B'omarr Brain Walker on the version equipped with brain jars) was a bulbous, spider-like droid manufactured by Arakyd Industries.

Characteristics

The BT-16 came equipped with highly sensitive sensor packages, including a Fabritech seismic reader and a Carbanti motion detector. It was armed with a Taim & Bak repeating blaster cannon. The droid also featured a TranLang I Communication module and a vocabulator, though it was only able to speak droid languages.

History

\"A fanatical religious organization that believed they could achieve true enlightenment by having their brains surgically removed and placed into spider droid bodies.\"

- Mayor Mikdanyell Guh'rantt, about the B'omarr Monks.

These droids were used by the Galactic Republic and later the Galactic Empire.

Early production runs reused the chassis of the TS-Arach series Pest Control Droid before the six-legged design was introduced. The B'omarr Monks used these droids to carry brains of those who had achieved \"enlightenment\". The droids were occasionally equipped with vocoders, and lived in Jabba Desilijic Tiure's Palace until his death. The walkers generally went unarmed while carrying a brain, and had trouble doing anything beside walking.

One of the modified B'omarr version, seemingly without a brain, was present on Jib Kopatha's home, Void Station, in 0 ABY.

","public":""},"alignment":"Any Dark","species":"","type":"construct","environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["charmed","frightened","paralyzed"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/avatar.webp","token":{"flags":{},"name":"B'omarr Brain Walker","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"pIFslO0SA2MB45gk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjAwZjkwZDZiM2I0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The B'omarr Brain Walker makes Two Mind Thrust attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDE2Nzc2ZjAwNzE0","name":"Mind Thrust","type":"feat","data":{"description":{"value":"

.

One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/avatar.webp","effects":[]}],"effects":[]} -{"_id":"pN23tHi6xgtAEa6i","name":"Hyena-Class Bomber","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"They targeted the south support! What are those fool droids doing?!\"

- The Keeper questioning the Hyena bombers

ManufacturerBaktoid Armor Workshop
Class
  • Bomber
  • Droid Starfighter
Cost23.000 credits
Length12,48 meters
Height/depth3,1 meters

The Hyena-class bomber, also known simply as the Hyena droid bomber, Hyena Droid or Hyena bomber, was a droid bomber used by the Confederacy of Independent Systems as a heavy ordnance craft during the Clone Wars. The Hyena bomber also was used as a fighter, but only when needed. Due to its restricted availability, the Hyena-class bomber was missing in many key battles. The bomber saw service in different campaigns on planets such as Christophsis, Falleen and Ryloth.

Characteristics

The Hyena-class bomber was similar in design to the Vulture-class fighter, but had a broader fuselage and two \"head\" units. Unlike the Vulture Droid, the Hyena bomber's wings separated in the middle while in \"walker\" mode. Underneath the second, immobile head, there appeared to be a red photoreceptor protruding from the blue hull. The Hyena-class bomber was capable of carrying four proton bombs, six proton torpedoes and six light concussion missiles inside the bomb bay beneath the hull. The Hyena bomber also carried two light laser cannons which eliminated the need for fighter escort.

Roles

The Hyena-class bomber was originally designed as an air-to-surface bomber. With its twin laser cannons and maneuverability, the Hyena bomber also was used as a fighter but only to support other fighters.

History

\"It appears a surrender is unnecessary. We will all perish for the glory of the Separatist Alliance.\"

- Wat Tambor to Mace Windu, as Hyena bombers approach

The Hyena bomber was first introduced in 22 BBY as a cheaper, more maneuverable bomber by Baktoid Armor Workshop at the beginning of the Clone Wars. Ten of these bombers were first stationed aboard the flagship Invincible of Admiral Trench during the blockade of Christophsis. They were later used to bomb the surface.

The Hyena-class bombers were seen during the Battle of Falleen, early in the Clone Wars. The Separatists completely eradicated the Republic force stationed there and proceeded to attack the fortress of the King. There, they shelled the capital, but could not penetrate the defensive shield surrounding the palace of the Falleen King.

After a Separatist Starship flew over Florrum, the Hyena bomber proved itself as a fighter. The Separatists deployed Hyena bombers along with other droid starfighters with the mission to shoot down Aayla Secura's recon ship that was tasked with a recon mission. The gunship shot down all of the bombers and other craft including Bounty hunter Shahan Alama, then returned to Secura's ship.

The Hyena-class bombers also found use during a battle on planet Kadavo. Lead by Asajj Ventress in her ship the Trident, a squad of bombers was tasked with destroying a Kadavo slave processing facility. The bombers managed to take out one support cable causing the structure to become unstable and toppled several Togruta slaves into lava. The bombers then turned around and began to attack again, but were then destroyed when a Clone trooper shot a proton bomb underneath one of the bombers. After having her bomber squad destroyed, Ventress requested more from General Grievous who was in the process of retreat. Ventress then proceeded to attack but was forced to follow Grievous in retreat.

Bombers were also in use during the Battle of Ryloth. First, Hyena bombers were ordered to carpet bomb all of the Twi'lek villages, as a last ditch effort to destroy what couldn't be taken. While regrouping, Commander CC-6454 witnessed one of these attacks and reported it to General Mace Windu. Windu then ordered Anakin Skywalker to take a Republic squadron and eliminate the bombers. Before Separatist leader Wat Tambor fled the city, his Tactical droid ordered a nearby group of Hyena-class bombers in flight to destroy the capital city of Lessu, and Tambor himself. The bombers were in sight of the city but were destroyed at the last second by Skywalker and Ahsoka Tano.

Hyena bombers were also used by HELIOS-3D in his Droid Army over the planet of Iego. They attacked a lone scout fighter sent by General Kenobi to report on the mysterious activity in an area called \"The Thicket\". The lone fighter destroyed the bombers and other droid forces sent by HELIOS-3D. The fighter returned and Generals Skywalker and Kenobi began to board HELIOS-3D's capital ship. After having his forces defeated, the droid transferred his consciousness into a B1 battle droid and left his body in his command ship.

These bombers were also present at the Battle of Malastare, where they attacked Republic AT-TEs and other targets. Many of the Hyena bombers were shot down by stun tanks but the disabled bombers ended up crashing into Republic armored columns, achieving much the same effect, weakening the Republic forces during the battle. It was only the use of the experimental electro-proton bomb that secured a Republic victory, although its use awoke a fearsome Zillo Beast.

Hyena bombers were commanded by Ventress in the Battle of Sullust against a Republic fleet led by both Skywalker and Kenobi. After Ventress personally joined the battle and engaged the two, Count Dooku was ordered by Darth Sidious to have his elite assassin eliminated. TJ-912, the tactical droid in charge of Ventress' forces, was assigned this task by the Count. After ordering her destroyer to fire upon the command ship where Ventress and the two Jedi dueled, TJ-912 contacted one of her bombers and ordered it to calculate its flight path to terminate in the flagship's main hangar. The bomber then flew directly through cannonfire and went flying on its suicide run into the hangar as commanded, crashing and almost hitting Skywalker, Kenobi and Ventress, who barely managed to jump out of its way. Despite the immense damage to the command ship and the suicide bomber, the three combatants were able to escape the dreadnaught's destruction.

During the Battle of Dathomir several landing craft and Vulture Droids launched from the Separatist supply ship and headed towards Dathomir. Soon when the battle started Ventress saw droid fighters in the sky. A couple of Hyena bombers bombed the surface of Dathomir, damaging the entrance to the Nightsister fortress.

Hyena bombers were also seen in the battle of Scipio. The Hyena bombers were used for the first attack on Scipio. The Vulture Droids and Hyena bombers flew on to the planet and bombed the cruiser and then stayed there with the Vultures. Soon when Anakin lead his attack on Scipio, a squad of Z-95 Headhunters lead by Hawk headed to the Separatist ships. Several Vulture Droids and Hyena bombers launched from on top of the Count Dooku's Dreadnaught and his Separatist supply ships. The Hyena bombers passed the Headhunters while the Vulture Droids engaged them. When Count Dooku retreated with his ships, the Hyena bombers and Vulture Droids left too while Anakin and his gunships passed. When Anakin's gunships were closer to the landing platform on Scipio, Several Vulture Droids and Hyena bombers that stayed launched and headed towards the Gunships and Hawk's fighters. The Hyena bombers were destroyed at first which then only left the Vulture Droids to engage the Headhunters.

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The bomber has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The bomber deals double damage to objects and structures.

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The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.

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The bomber makes two light laser cannon attacks or two slam attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 42 (5d12+10) energy damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 16 (3d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +2, Range 300/600 ft., One target. Hit : 11 (2d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

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When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

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When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

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The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points).

The Bounty

Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation

1st Level target lock, tracer bolt, absorb energy, energy shield

2nd Level translocate, infiltrate, smuggle

3rd Level explosion, cryogenic suspension

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGU2YjkxMTQ1ZWU0","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"],["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"YTQ0YzI0MTAxMDhi","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"NTI5MmY3NzUwOGFl","name":"Disruptor Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"NDBlMWFiMjA5ZWE4","name":"Carbonite Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"em598OuB06cNTXi7","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":190000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"j08JrG9KdrFTOfhy","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":290000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"z9lkvPS7OrSJknNf","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":390000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"E25Eq99LGLQFKqAZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":490000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"CTEkhhzzxU9TI1BV","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":590000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"oSfXPVJTdSsng76X","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":690000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"8umz3TrGZq5LEObx","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":790000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"nb1fJWRRrYoTKfIG","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":890000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"yyAn4t97qXo4yw2p","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":990000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"7ejF4Y2V2uYC7Ryk","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1090000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"3WDHYbhWIqRq2tlG","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1190000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"LZZm4dr5CjezLlzn","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

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Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own territory and sector. 

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Dexterity saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

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While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

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The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

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When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

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The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MmJiNWVjNzIxNWVm","name":"Vaapad Strike","type":"feat","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"NDcwYTI4MmY2YzM1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWFkZGFiNjg3Mjkw","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["1d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YzI4ZWQ5MTFiOTYy","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MzNkMzg1NzNkY2E0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YTg2NGQ3NzlkZDQ5","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"ZWIyN2FmY2E3NDdj","name":"Martial Lightsaber","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"u8Xgv8GJdHqIL1Oq","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ryi5MCnOvB2JNSFR","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"wSpv6BZRUt3Wowpd","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WK9DZChW7dKpZH8Z","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"qR6Vx7P1FZNUiaxy","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"u7bL8gjYT6YDuR1t","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UNxGj6TYwM866S65","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oqbO04EX5WDKE1LJ","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xbgpN1Jz9gqmzDR1","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QDvgQ6HMreBC55rE","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"u320MVukzT7Vdg4G","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VY0Y3gN6GVN4BpXE","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RFQl3ZuWxhZsf4yF","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ffr7s9Q6VCL6VvwC","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8qHIsru4N33uuZS0","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"cnHsxcUJIcT3oc53","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J1QBvWCzwZxTeFF6","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vMGX2JNzj0vZ4sid","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"0Mbd8lC0h6wZCWZy","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8Gu9t8VnINXYHN4W","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"RWZerpZsK41CVJvV","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} -{"_id":"q6VLvC901RvRuPSg","name":"000 Series Protocol Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3,"yXqD5rPwgjXHtqeZ":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":11,"min":0,"formula":"armor plating"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 +5"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":11,"max":0},"points":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0},"level":5},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":11,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false},"powerForceLightDC":11,"powerForceDarkDC":12,"powerForceUnivDC":12,"powerTechDC":12},"details":{"biography":{"value":"

\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":450},"source":"Roll 20","race":"","class":"","powerLevel":2},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","diseased"],"custom":""},"languages":{"value":[],"custom":"All Registered Languages"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12}},"powers":{"power1":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power2":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power3":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power4":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power5":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power6":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power7":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power8":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power9":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0,"fmax":0,"fvalue":0,"tmax":0,"tvalue":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceUnivDC":"","forceDarkDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","token":{"flags":{},"name":"000 Series Protocol Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"q6VLvC901RvRuPSg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTM1NzE4M2JjYTYx","name":"Techcasting.","type":"feat","data":{"description":{"value":"

The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"MDg1YzU1ZWIxMGIy","name":"Tortuous Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"CraODxT320kaRdDH","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"fb4H2sSSG40TQHex","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"j5531jRddUYxeO1m","name":"Venomous Strike","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xs0igvxRAzGwZqik"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp","effects":[]},{"_id":"FMPo1lrIxRzKpLR4","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"uVQDVsfBiGvo1t3d","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"XJEv8qwMixQoyrAw","name":"Toxin Scan","type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gu0quvGXQMeqePqd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp","effects":[]},{"_id":"Dyh8sdEhR6rAgHpp","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"Ea9DbzPLunfkpiaw","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"neTgc8DpqXsoIkKm","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"BvoN20CHqmLmSu8d","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]},{"_id":"PmBaO0hHeF1EY2RW","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

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Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZjA5MGI3ZTQ2YmNk","name":"Cunning Action","type":"feat","data":{"description":{"value":"

The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZmM4YzUwY2NhZTRl","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"YWMzZDViZjZmZjQw","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZDczNTNmNTY4ZGNl","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"YzdkZjBiMTk2MDNi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZGJjYzliMmUwMjRl","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The jedi makes two lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDI3ODc2Mzg2MDE2","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"u4MqrNOajvDWyZ93","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"tBF6dd8YMAnADyId","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"R8WSsqbmr22oDq0m","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Iaa2ztyCAmp0qPJh","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"1TbKY6NlPv178FO9","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CLdfH6fIYWWKZv1I","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yo0ykhcV7sWGvBA4","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4orOkCohVrSFQgVz","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K8XXAaesIIATfzk6","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"g7t7zEXBLP9grvLz","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oN7iZhHB07ZbfCMF","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"lpPdYJ8CAepBF0rp","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"i2mcb5puUuE4JBxy","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SBkz7ljNSqLHC2QL","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4bWwD9HYaHkmmxvG","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"TLXi6rsB5PCttJGt","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"qJDdAEfLTt55U00W","name":"Sith Cyborg","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":25,"proficient":1,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":1,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":1,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":23,"proficient":1,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"+2 Heavy Durasteel armor, 22 with knight speed"},"hp":{"value":346,"min":0,"max":346,"temp":0,"tempmax":0,"formula":"33d10+165"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":57,"min":0,"max":57,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":346,"min":0,"max":346},"bar2":{"value":20,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":23,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":50000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Posion, Kinetic, Energy, And Ion From Non-enhanced Weapons"},"dr":{"value":["fire","cold"],"custom":""},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["blinded","deafened","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese, Bith, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","token":{"flags":{},"name":"Sith Cyborg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qJDdAEfLTt55U00W","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWZjYzNkNGY5MjJl","name":"Channel the Darkness","type":"feat","data":{"description":{"value":"

As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ZDNhMzY5NDI0NDkw","name":"Double Vision","type":"feat","data":{"description":{"value":"

During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODAwMzlmNDFlOGU3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull,

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OWI3ZmQxMTk1OTY4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MjkzOWU4ODdlNjVl","name":"Force Senses","type":"feat","data":{"description":{"value":"

Sith Cyborg has advantage on Wisdom (Perception) Checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MGUzMmVlYjAzMTE1","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If Sith Cyborg fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODNkMjQ4ZTIyYTNm","name":"Scornful Rebuke","type":"feat","data":{"description":{"value":"

When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NGY4OTc2MWI2YjU0","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"Njg1ZGQyM2Y0ZTlj","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YmJiNDQxY2Y3NmVi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDU4NzllNjUyMmE4","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YTkyZDFiOWI4ODQ0","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","energy"],["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MDIzZjBmNmNlZGQ3","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MDlkZTZiODk5NmMx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NjAyNGRkMTVlMTE5","name":"Force enhanced Greatsaber (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OGJhNGFlYWM1YzRh","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"VjOfdWULjBHcQnGO","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sc9ZAvLq0cxP2hYD","name":"Master Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Scream

\n

You emit a cacophonous scream imbued with the power of the Force. Each creature you choose within 60 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage, 6d6 sonic damage, is deafened, knocked prone, and blinded for 1 minute. On a successful save, it takes half as much damage and isn’t deafened, knocked prone, or blinded by this power.

\n

A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"],["6d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b0fmnYMO3bLtarhk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Scream.webp","effects":[]},{"_id":"7Xi3bufmaU5rFeUG","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"znIQFhrm0tsDqVdk","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"GiKPf8QXfM0zLCq4","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"cmq5iY7urluULIy8","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uJTjsJLjaAba4laM","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"gYgOkYzAHFxTXU5o","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YmlSytqPjPFjVmCv","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fnJfTsEyQu4jLB6O","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"A9tr9EGYJtBOtpY9","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"cBHBAohwHSsqY256","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"fVpny7tSPtCoQ8CR","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"9dIUrOYiIUKpAdp2","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"tszEKGcVFh063F6c","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Oq7FJqs5gsbpZlf2","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"rTbZNdFZNFPym7sM","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"MZYYA4wCPXczl9gb","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"neAK940UJlebMmhl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eNidIf4K5UKRrzq0","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a9zILHN5PIbAM1oC","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1MyR30xOH0lhhXdw","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"9f2lIQzLy4ZKaoPm","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"go799MlJhhg9kp2i","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"XSx5aDiC0Tffx0Av","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"ovNSY8b4czIN7ixj","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"iC3sEZecFJRYetV8","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"5nkRecCXNoZGV1A5","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"H3ZzSLg7mqhSSHko","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YxkPZRlVALzjW1KD","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"onHTFpGImkZdSpXz","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} -{"_id":"qaKgiaMuH4WK4Xr2","name":"Bor Gullet","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"19d10+76"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":10,"walk":10,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":120}},"details":{"biography":{"value":"

\"Bor Gullet can feel your thoughts. No lie is safe. […] Bor Gullet will know the truth. The unfortunate side-effect is that one tends to lose one's mind.\" 

- Saw Gerrera, to Bodhi Rook

ClassificationMairan
Eye colorWhite
Skin colorPurple
Homeworld

Maires

Bor Gullet was a purple-skinned Mairan with the ability to read thoughts. Saw Gerrera used it to torture Bodhi Rook on Jedha to ascertain the truth behind his claim of being in contact with Galen Erso. Afterwards, Rook was for a time left a gibbering wreck, unable to speak a coherent thought and acting very panicky. Despite this, Rook showed some resilience, as he recovered upon hearing himself referred to as \"the pilot,\" and was able to recover enough of his senses to escape from Jedha when Jedha City was targeted by the superlaser of the Galactic Empire's Death Star superweapon.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":13,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":10000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Understands Galactic Basic But Can't Speak, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"ins":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":24,"prof":10,"total":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":19,"prof":5,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","token":{"flags":{},"name":"Bor Gullet","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qaKgiaMuH4WK4Xr2","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MzYzYzM4NjBkNWJh","name":"Creature Sense","type":"feat","data":{"description":{"value":"

The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each such creature, as well as each such creature's intelligence score, but it can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power cannot be perceived in this manner.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"N2Y5OWFjOTczODQz","name":"Fortified Mind","type":"feat","data":{"description":{"value":"

The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"ZDFmYjVhMTZjMjg2","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the bor gullet fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"ODVjYjM3MmUxM2My","name":"Psychic Link","type":"feat","data":{"description":{"value":"

The bor gullet can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"N2M3YTkxMjNhM2Fm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The bor gullet makes three tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTRlMjBmYzIzMDVj","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

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.

The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"Yzg5NGNlMTNhM2M1","name":"Sense Thoughts","type":"feat","data":{"description":{"value":"

.

The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"YmQxYTc5NDhmMzI4","name":"Tentacle","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"YjA4MTY4Y2ZhYzI2","name":"Break Concentration","type":"feat","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

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.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

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The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

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\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OGU0ZmQwNTBiNWRi","name":"Legendary Resistance (1/long rest)","type":"feat","data":{"description":{"value":"

If the exogorth fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"NzY5NTcxMWMyMTYz","name":"Huge Strength","type":"feat","data":{"description":{"value":"

The exogorth's melee weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OTc0MzJmNDcxNjQw","name":"Siege Monster","type":"feat","data":{"description":{"value":"

The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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.

The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 13 (2d6+6) kinetic damage.

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"We think, therefore we are. Therefore, we will propagate. Therefore, we will remain.\"

- IG-88

IG-88, also known as IG-88B, or as a Phlutdroid, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the Executor and hired to track down the Millennium Falcon and her Rebel crew. Unable to track his quarry, IG-88 trailed his chief rival, Boba Fett, to Bespin, where the bounty hunter nearly destroyed the assassin droid, however IG-88 managed to survive. At some point IG-88 undertook a software infiltration into Death Star II, but his plan was single-handedly thwarted by R2-Q5. The droid later met with mercenary Bazine Netal to speak about the location of the Millennium Falcon.

Biography

Origins

The first of the IG-series assassin droid models created in secret by Holowan Laboratories. IG-88[10] also known as IG-88B or as a Phlutdroid, realized his skill and desire to kill the moment he was first activated and turned on his creators, killing everyone in the lab. From that moment on, he became one of the most feared bounty hunters in the galaxy, in part due to the lingering fear of droids, particularly those capable of battle and assassination, from the Clone Wars gaining notoriety comparable only to that of Boba Fett, his chief rival.

Age of the Empire

\"You're certain this is where we'll find the individuals involved in the rebel activity on Savareen? I don't like being disappointed, bounty hunter.\"

\"Yes. I am certain.\"

- Kallus and IG-88

During the Age of the Empire, IG-88 was hired by Imperial Security Bureau Agent Alexsandr Kallus to assist in tracking down Imperial Army deserter turned smuggler, Captain Han Solo of the Millennium Falcon.

Capturing Qi'ra

\"Oh, Qi'ra, Qi'ra. It does look like you have fallen into our little trap. Catching you was quite difficult, my young friend. I had to partner with IG-88 here.\"

\"A Crimson Dawn Lieutenant will fetch a nice bounty.\"

- Hondo Ohnaka and IG-88

Later, IG-88 teamed up with Hondo Ohnaka to collect the bounty on Crimson Dawn lieutenant Qi'ra's head. Tracking Qi'ra down, IG-88 and Hondo managed to apprehend Qi'ra. Turning the bounty hunter and the pirate against each other, Qi'ra convinced IG-88 to collect the bounty on Hondo instead of the bounty on her. Attacking Hondo, IG-88 was quickly stunned and put in binders. After Qi'ra had similarly tricked and apprehended Hondo, IG-88 was led away by Qi'ra so that she could collect the bounty on his head.

Seeking a data-tape

\"What is that?\"

\"IG-88. An actual bounty hunter. Also, probably interested in your data tape. He's good—one of the best in the galaxy. And he's a surprise. Take cover!\"

- Leia Organa and Sabine Wren

Later, IG-88 pursued Princess Leia Organa on Garel, seeking a data-tape in her possession of Imperial base locations. Organa was assisted by Sabine Wren, who identified the droid, and the pair fled as the assassin opened fire in the corridors of Garel City Spaceport. However, Wren planted a paint bomb, surprising IG-88 and covering him in purple paint. Leia convinced several stormtroopers to fire at the bounty hunter, and the droid was hit by a blast before retreating.

Apprehending a thief

\"To kill is reward enough.\"

- IG-88, to the Imperial captain

IG-88 was hired by an Imperial captain to capture a thief named Venga Liss who hijacked a Lambda-class T-4a shuttle on a jungle planet. Eventually IG-88 killed Liss when he detonated the shuttle.

Capturing the Gatto Gang

\"IG-88! This deadly droid had been given the task of capturing the sneaky Gatto Gang.\"

- CR-8R

IG-88 was hired by Duke Blazor of the Black Sun to capture the Gatto Gang that consisted of Sylvestarr, Ziggee and Moggee. He later eventually captured all three of them.

Hired by Vader

\"There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive.\"

- Darth Vader to IG-88 and several other bounty hunters

By the year 0 ABY, IG-88 consorted with the crime lord Jabba Desilijic Tiure. He was present in the Hutt's palace while Jabba received Darth Vader. The Sith Lord told the Hutt to dispense with his audience, and IG-88, along with fellow hunters including Fett and 4-LOM, departed from the court. In 3 ABY, IG-88 answered a call put out by Vader for bounty hunters to track down the Millennium Falcon. He and several other hunters, including Boba Fett, assembled aboard the Executor, where Vader offered a bounty for the live capture of Han Solo and his companions. IG-88 tailed the Millenium Falcon along with Fett to Cloud City on the planet Bespin, where the assassin droid was defeated and left for scrap after his longtime rival caught it trailing him. Ultimately, Darth Vader captured Solo for Boba Fett who then delivered the bounty to Jabba on Tatooine.

Infiltrating the Death Star II

At some point before or during 4 ABY, IG-88 undertook a software infiltration of the Empire's second Death Star. However, his plan was single-handedly thwarted by the Imperial astromech droid R2-Q5.

Around 9 ABY, another IG-series assassin droid, IG-11, was an active bounty hunter and was often mistaken for IG-88.

Contacted by Bazine Netal

\"...We would have apprehended the Millennium Falcon.\"

\"But you didn't.\"

\"Correct.\"

- IG-88 and Bazine Netal about the time when he nearly captured the Falcon with Kallus

In 34 ABY, at some point after the Battle of Takodana, IG-88 was contacted by the mercenary Bazine Netal to discuss the location of the Millennium Falcon after she heard a rumor about the time IG-88 nearly caught the Falcon. During their rendezvous, IG-88 took the opportunity to tell Netal when he almost caught the Falcon with Kallus. IG-88 told Netal that he almost caught the Millennium Falcon again, but lost out to Fett. Netal responded that, though he had a lot of excuses, her employer only paid for results. She informed IG-88 that someone knew where the Falcon was and that they would tell her where it was before leaving him to continue with her search.

Characteristics

\"This notorious IG-series assassin droid possessed an unstoppable desire to hunt and kill his prey, earning him a reputation as one of the top five bounty hunters in the galaxy. It also earned him access to some of the best-paying clients, like Darth Vader and a wide variety of Hutts.

- R0-GR

A rogue class 4 assassin droid, IG-88 was obsessed with hunting, destroying, and killing as a result of his incompletely formed droid programming. He tended to hunt alone and earned a reputation as a merciless hunter.

A hideous, battered chrome war droid, IG-88 stood 1.96 meters in height. His steady aim, along with his ability to track targets with advanced sensors that ringed his head and allowed him to see in all directions, won him great success. These sensors included multiple red photoreceptors, a heat sensor, and a sound sensor. IG-88 also had a vocoder at the base of his head. His torso was able to fully rotate on the battlefield, allowing him to blast enemies on all sides. His tough metal body allowed him to survive most attacks without taking any damage and featured acid-proof servo wires.

Equipment

\"IG-88 could take down almost any target with his signature sniper rifle… as long as Boba Fett didn't get there first.\"

- R0-GR

IG-88 carried an arsenal of weapons, including blaster rifles, pulse cannons, a DAS-430 Neural Inhibitor, and a needle dart gun that launched poison darts. However, his most dangerous weapons were hidden inside his slender frame, including a flamethrower, a sonic device, and toxic gas dispensers. IG-88 also wore an ammunition bandolier that carried his concussion discs and vibroblades. As an IG-series droid, he was designed to have blasters built into each arm, but they were never installed. IG-88 owned a modified Aggressor assault fighter called the IG-2000.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If IG-88 fails a saving throw, it can choose to succeed instead.

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IG-88 deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of IG-88 that isn't incapacitated and IG-88 doesn't have disadvantage on the roll.

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.

IG-88 makes three weapon attacks.

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Ranged Weapon Attack +9, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/178_-_IG_Series_2C_Model_88/avatar.webp","effects":[]},{"_id":"M2MwMWU4ZmU3MTdi","name":"Attack","type":"feat","data":{"description":{"value":"

.

IG-88 makes one weapon attack.

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.

IG-88 makes a Wisdom (Perception) check.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Kolkpravis Baatar makes two attacks with its Greater Lig Sword or its Shoni Spear.

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Melee Weapon Attack +6, Reach 5ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 4 (1d8) kinetic damage

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For 1 minute, the Baatar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage plus 7 (3d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 19) or become poisoned.

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Melee Weapon Attack +17, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage plus 7 (3d4) poison damage

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits its poisonous saliva in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) toxin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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The greater krayt dragon dives into the ground, sand blasting all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) kinetic damage and be knocked prone. The greater krayt dragon is now burrowed.

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\"All this effort for a simple astromech?\"

\"Not exactly. This is BT-1, a \"Blastromech\" prototype. Does enough to pass as an astro, but it's primarily a cover. It's a specialized assassin droid.\"

- Darth Vader and Chelli Lona Aphra talking about BT-1

CreatorTarkin Initiative
ClassAssassin droid
GenderMasculine programming
Sensor color
Orange

BT-1 assassin droids, also known as Blastromechs, were a type of assassin droid that were designed to look like ordinary astromech droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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The assassin droid makes three Blaster Cannon attacks.

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Each creature in a 10 foot cube centered on a point the droid can see within 100 feetmust make a DC 16 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

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Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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The assassin droid makes one Blaster Cannon attack.

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The assassin droid makes a Wisdom (Perception) check.

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The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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\"We have thousands of probe droids searching the galaxy. I want proof, not leads!\"

- Admiral Kendal Ozzel

ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
1,6 meters

The Viper probe droid, commonly referred to as the probot or Imperial probe droid, was a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The Viper model was based on the success of Galalloy Industries' early probe droids. The design of the probot also relied heavily on the work of Viper Sensor Intelligence Systems, a corporation acquired by Arakyd during the Clone Wars. Though they were used almost exclusively by the military, they were considered class two exploration droids.

Specifications

\"'Fraid there's not much left.\"

\"What was it?\"

\"A droid of some kind. I didn't hit it that hard. It must've had a self-destruct.\"

- Han Solo and Princess Leia

The lightly-armored Viper droid measured 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors covered the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It had an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moved on a repulsorlift generator which was equipped to operate over any terrain. One of the arms was high-torque, and the droid was equipped with a floodlight on its head. In addition, when making transmissions, the probe droid emitted a audio encrypted imperial computer code set of an unknown serial number.

Information was relayed back to its superiors via a high-frequency HoloNet transceiver. Its repulsorlift engines carried the droid across terrain at up to 40 km/h, while the arms gathered samples. Vipers were delivered to their targets through single-use custom built hyperspace pods. They were commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid cost 14,500 credits. They were capable of being deployed from Galactic Empire Command centers.

History

\"Go and report. You have much to see. Burn brightly.\"

- IG-88, to the last Viper probe droid constructed on Mechis III

Arakyd probe droids were originally designed for use by the Galactic Republic in survey and exploration duty, but when the Republic was transformed into the Galactic Empire, Arakyd modified their probots with military-level sensors and equipment, and marketed them as Viper probe droids. This was not the first time Arakyd probots had been upgraded for warfare, however, as the Confederacy of Independent Systems had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars.[6] Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.

Shortly after the Battle of Tatooine, the Empire dispatched various probe droids to Tatooine in an attempt to recover the stolen plans for the Death Star. Six months after the Battle of Yavin, the Galactic Empire sent a detachment of probe droids to root out Rebel Commander Luke Skywalker. They were destroyed by Skywalker and Rogue Squadron. Probe droids were also used to scout ahead for Imperial strike forces, including during the Reytha campaign and the battle at Corellia, or were sent on search missions like at Chorax. Several were also dispatched to Dantooine as security measures while the Imperials arrived on the planet to detain the defecting Imperial officer Tycho Celchu.

Locating Echo Base

\"I think we've got something, sir. The report is only a fragment from a probe droid in the Hoth system, but it's the best lead we've had.\"

- Captain Firmus Piett, to Admiral Kendal Ozzel

Following the Battle of Yavin, the Empire committed thousands of these modified probe droids to scour the galaxy for hidden Alliance to Restore the Republic bases, specifically the Alliance High Command headquarters. They even went as far as to provide bounty hunters with remote request devices to search out targets moving from planet to planet.

It was an Arakyd Viper, launched from the Imperial II-class Star Destroyer Stalker,[10] that landed on the ice planet Hoth and discovered the Rebellion's Echo Base. Upon landing on the frozen world, the probe droid appeared to the casual onlooker, and even the base's sensor readings, as one of many meteorites streaking to Hoth's surface. During a routine patrol of the Hoth wastes, Luke Skywalker intended to inspect the crash site, but was attacked by a wampa ice creature, and never learned what had really crashed to the ground. Thus, the Hoth probe droid was free to continue on its programmed mission.

Immediately upon emerging from its hyperspace pod, the probe detected a faint comm signal on non-Imperial bandwidths. This indicated to the droid the presence of an unregistered, and possibly Rebel, settlement. Since it had not yet gathered enough conclusive evidence to report, the droid moved away from the nearby signal in order that it might avoid contact until such time as self-preservation no longer became necessary.

Soon after moving away from its first contact, the probe droid vectored in on the detected signal's probable destination point, triangulating from its last known position. A long time passed where the droid made no contact with the signal whatsoever, so it continued to search. During the night blizzard that threatened the lives of Skywalker and Han Solo, the probe detected and destroyed a wampa with its powerful blaster cannon. Only with the most advanced Imperial sensor technology was the probe able to detect a wampa in a blizzard whiteout. As the blizzard raged into the night, the probe activated its modified power-intensive particle shield to protect it from the thick snow hazard.

In the early hours of the next morning, the probe ceased operation entirely, shunting its energy to its shield. The droid reappeared when the sun rose, cresting the rise of a snow bank in Echo Base's Zone 12. There, it detected the presence of a large deflector shield generator. It immediately began audio-visual recording of the contact. Following its programming, the droid then beamed, on omnisignal unicode, a transmission via its HoloNet transceiver concerning its find to Vader's personal flagship, the Star Dreadnought Executor. This information was privately received simultaneously by IG-88 back on Mechis III. Vader decided from this information that the Hoth system was indeed the location of the Rebel base, and he ordered his Death Squadron there in preparation of a full-scale ground assault.

With the initial contact reported, the probe continued on its mission. It proceeded to meticulously map out the Echo Base defenses, including the surrounding trenches, artillery emplacements, and even the size, model, and location of the v-150 anti-orbital ion cannon, as well as observing troop movements and positions. This information was received by General Maximilian Veers. He and his commanders used this invaluable tactical information to plan the attack, a testament to the Empire's incredible preparedness during the Battle of Hoth.

\"Princess, we have a visitor. We've picked up something outside the base in Zone Twelve, moving east.\"

- General Carlist Rieekan, to Princess Leia Organa

Before the probe had a chance to implement its \"sabotage and disruption\" programming, the Echo Base command center received a transmission from Echo Station 3-8. The scout outpost had detected a metal object skimming through the icy wastes. The probe droid was discovered. The probe then proceeded to completely destroy the outpost and the scout within it with its blaster, turning it into a smoldering ruin. Solo and the Wookiee Chewbacca were dispatched to deal with the spy machine. The probe detected the approach of its two enemy assailants, but it was no match for them. The probe was soon trapped despite its evasive maneuvers. After a quick game of \"decoy,\" Solo blasted the confused probe. Solo's shots were only meant to disable the probe's motor functions, intending to take the droid intact, but its override programming kicked in and the probe immediately self-destructed.

Although the probe attempted to destroy itself, its self-destruct programming had apparently been at least marginally affected by either the frigid Hoth temperatures or the damage that was inflicted on it upon entering the Hoth system. The probe was almost destroyed entirely, though enough of it was left for Solo to retrieve and bring back to the base for memory scan. The base technicians and Alliance historian Voren Na'al were able to piece together some of the probe's memory circuits and learn many details concerning its particular mission experiences. Na'al used much of this data to help compile his subsequent reports on the history of the Rebellion during this period. Other probe droids were used during the actual Battle to locate Rebel installations.

In 14 ABY the Jedi Jaden Korr encountered probe droids used by the Imperial Remnant on his scouting mission on Hoth.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 7 (1d10+2) energy damage

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When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ahsoka Tano, nicknamed \"Snips\" by her master and known as \"Ashla\" after the Clone Wars, was a former Jedi Padawan who, after the conflict, helped establish a network of various rebel cells against the Galactic Empire. A Togruta female, Tano was discovered on her homeworld of Shili by Jedi Master Plo Koon, who brought her to the Jedi Temple on Coruscant to receive Jedi training. Following the outbreak of the Clone Wars, Jedi Grand Master Yoda assigned the young Tano to be the Padawan learner of Jedi Knight Anakin Skywalker, whom she joined at the Battle of Christophsis. Whereas Tano was eager to prove herself, Skywalker had a reputation for recklessness, and they had a rather difficult start as master and apprentice. Yet they worked together to rescue Rotta, the son of crime lord Jabba Desilijic Tiure, and returned Rotta to his father, thus facilitating a crucial alliance between the Hutt Clan and the Galactic Republic.

As a commander in the Grand Army of the Republic, Tano found a mentor in Clone Captain Rex of the 501st Legion, with whom she and Skywalker collaborated to lead frontline campaigns against the Confederacy of Independent Systems. In her first command position at the Battle of Ryloth, Tano disobeyed orders and lost her entire squadron of pilots, but she rebounded and helped secure a victory at Ryloth. Her assignments pitted her against a variety of opponents, from General Grievous and Sith apprentice Asajj Ventress to bounty hunters such as Cad Bane and Aurra Sing. Over time, she matured into a respected leader, contributing to key Republic victories like the Second Battle of Geonosis and the Battle of Mon Cala. She even died during a series of events on Mortis, but the Force wielder known as the Daughter sacrificed herself to bring Tano back to life.

Tano gained much experience on and beyond the war front, leading a group of Jedi younglings to revolt against their Trandoshan captors, helping rescue a colony of Togruta from enslavement by the Zygerrian Slave Empire, and serving as an advisor to the Onderon rebels—with her close friend, Lux Bonteri, among them—as they liberated their world from the Confederacy. In a stark turn of events, Tano was framed for the bombing of the Jedi Temple hangar and other homicides, and she escaped into the Coruscant underworld to clear her name. Though she formed an unlikely alliance with Asajj Ventress, she was detained by Republic forces and was consequently barred from the Jedi Order. Ultimately, Skywalker uncovered the true culprit, Tano's friend, and fellow Padawan Barriss Offee, and prevented his former apprentice from being convicted of sedition. Nevertheless, the ordeal dislodged Tano's faith in the Jedi. She refused the Jedi High Council's offer to rejoin the Order, instead of departing in search of a new path and becoming a Force-Sensitive Outcast. Tano briefly returned to lead Republic forces during the Siege of Mandalore and faced Darth Maul and his forces, although Order 66 was enacted shortly after the Sith Lord's capture and Tano, faking her death after being betrayed by the 501st Legion, was forced into hiding.

After the Galactic Empire came to power, Tano went into hiding on Thabeska and Raada. Following the evacuation of Raada, Tano joined Senator Bail Organa's growing rebel movement. She became the manager of his intelligence network and adopted the codename \"Fulcrum.\" As Fulcrum, Tano provided intelligence to various rebel factions including Hera Syndulla's Spectres rebel cell. Tano took a particular interest in Syndulla's rebels because one of their members, a former Jedi named Kanan Jarrus, had begun to train his own Padawan, Ezra Bridger. In addition, Tano's efforts against the Empire brought her into contact with the Dark Lord of the Sith Darth Vader, who, unknown to her, was actually her former master, Anakin Skywalker, as well as the Imperial Inquisitors known as the Fifth Brother and the Seventh Sister. Following the mission to Malachor, Tano became lost to the rubble and shadows of the Sith temple and was believed by many including Jarrus and Bridger to have perished during a duel with Darth Vader.

However, Tano was unexpectedly saved from Vader's wrath by a future Ezra Bridger, who pulled her through a time portal into the World Between Worlds, a dimension of the Force connecting all time and space. After a confrontation with Darth Sidious, who desired access to the dimension, Tano returned to her time, promising Bridger that she would find him once she returned. After the end of the Galactic Civil War, Tano returned to a freed Lothal and joined Sabine Wren in her quest to find a missing Bridger, who had disappeared during the liberation of Lothal.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid (Togruta)","environment":"","cr":19,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Togruti"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"sur":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","token":{"flags":{},"name":"Jedi Ronin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"s0ZgTrwOJMIuKVjS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDYwMzczYWExNDVm","name":"Battle Precognition","type":"feat","data":{"description":{"value":"

The Jedi Ronin casts battle precognition on herself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"NzYxMDNlMDI2NGQx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique,

guidance, mind trick, saber reflect

1st level: battle precognition, burst of speed, force jump, force

throw, heroism, sense force, slow descent

2nd level: battle meditation, force enlightenment, force sight,

rescue, stun droid

3rd level: force repulse, knight speed, remove curse

4th level: disable droid, force immunity, freedom of movement

5th level: telekinesis

6th level: true sight

7th level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"YzIyNWFmYWFjZDBk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Jedi Ronin fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"N2UyZWFlN2U2MTUy","name":"Whirlwind of Light","type":"feat","data":{"description":{"value":"

Creatures provoke an opportunity attack from the Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MWE3YTkyM2MxZTRi","name":"Parry","type":"feat","data":{"description":{"value":"

The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MGI5ZDk1ODMwZjQ5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzU0ODczNmNkNjZk","name":"Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MmI0OWVjODY3ZTUx","name":"Saber Rush (2/day)","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"ZTk0MDY4ODY2OTAx","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"YjU0MDk1M2E5MWYz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"N2YyNWY1ZmI3YjAw","name":"Saber","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin makes one Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"1ZALF0S9q4YxSsPj","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gjKkHFO4IdR7YTVC","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"M0wD1gJBBFmZ6XRO","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wmzMbj925nAgbP5t","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4aI7rcRKLrc9UpRa","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"FMUO07HEnj6D2C61","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"olFnqSPSty2y7d7i","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"ghGR4jkGP9ntvBj1","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"IN5EnJclNWtogd2g","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1jB4ScqcWDI1dLni","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5rcWRRsjeVmWY8ZC","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SoZ2LJCjAcm5RYaN","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qug7JXLKMk3wN8Pp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ib382PqzdM6sivK1","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"iVWLfrZYcOK4XlbL","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"akE43trrobHdwdXQ","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"l7VXnLrp0EEnEJtc","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WhPDHEwqd9XQWZXe","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"yi0To9kOQZ5Yc5vj","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"B6zcQuOfwc13Wg0w","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"v370Qjp7e4vDLftF","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1IFr14Wc4sA1833o"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CvDmpzdWgWpzbaLn","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"TGUKy54MRHN5furW","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"fvMUrDYC8d9iMQpi","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"htcVoZuDA4bcfxUt","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WePYWZuhqk38dumJ","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gojNZjHPwG8ZOi52","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} -{"_id":"s2iHsf2WVF1xkzak","name":"Dianoga, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"10d12+40"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":15,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Dianoga"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","token":{"flags":{},"name":"Dianoga, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"s2iHsf2WVF1xkzak","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGZkY2FmYmIzODYw","name":"Grasping Tendrils","type":"feat","data":{"description":{"value":"

The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"OTA3YTY0MDkxNDI0","name":"Limited Amphibiousness","type":"feat","data":{"description":{"value":"

The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"MjczNzIxMThhZTJk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dianoga can make three attacks: two with its tentacles and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODA5MmE0YjlmODU3","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"MTEzMTBiNzNhNjFj","name":"Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

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.

The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.

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Asajj Ventress

\"I am fear. I am the queen of a blood-soaked planet and an architect of genocide. I have helped to crack the galaxy in half with this war and conquered every enemy I have ever faced—including death. All except for you.\"

- Asajj Ventress, to Obi-Wan Kenobi

Asajj Ventress was a female Dathomirian Dark Jedi and a valuable Dark Acolyte to Count Dooku. Originally a Nightsister from Dathomir, Ventress was taken as a slave to Rattatak and trained as a Jedi Padawan by Jedi Knight Ky Narec. However, after Narec was slain, Ventress gave into her anger and began walking the path of the dark side; taking up the lightsaber of her dead master, she trained herself in the Jar'Kai style of lightsaber combat, before slaying all the warlords on Rattatak and installing herself as its ruler. At the time of the Clone Wars, Ventress served as one of Count Dooku's loyal acolytes and served in the rank of commander in the Confederacy of Independent Systems. She had yearned to learn the ways of the Sith from Dooku and believed if she had proved herself worthy, she would become his apprentice. She even blamed Obi-Wan Kenobi for her failure and made it an obsession to hunt and kill him. Soon after her first encounter on the moon Ohma-D'un, she hunted him on missions on Christophsis, Teth, and Ord Cestus, but never gained the chance to defeat him. In addition, during her struggles with Kenobi, she was also confronted with Kenobi's apprentice Anakin Skywalker, who also defeated her several times, being seriously injured in a duel on Yavin IV. When she especially wanted to meet Skywalker by threatening his lover Padmé Amidala, he was almost killed in another duel on Coruscant and initially disappeared from the scene. While Ventress' power continued to grow, the Dark Lord of the Sith Darth Sidious ordered his Dooku to have Ventress terminated due to his great fear of her power. After an unsuccessful attempt to do so, Ventress sought revenge against Dooku for betraying her and received help from the Nightsisters, led by Talzin, to assassinate him. However, further attempts to kill Dooku failed and Ventress was forced to retreat back to her homeworld to recover and join the Nightsisters. When Count Dooku and General Grievous launched an attack on the planet and killed almost every member of the clan, Ventress lived in exile and altered her life in becoming a bounty hunter.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (zebrak)","environment":"","cr":18,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":7,"passive":29,"prof":12,"total":19},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","token":{"flags":{},"name":"Dark Disciple","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"sAJqr9IPBVN6JELa","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjE0ZDI2NWY0OWRj","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Dark Acolyte is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"YjVjNzMwNmE3NjE0","name":"Battle Precognition","type":"feat","data":{"description":{"value":"

Dark Acolyte casts battle precognition on herself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MjNmOWVhMjc1OTU4","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the Dark Acolyte can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"MjJiY2NjNjYxNTc1","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Dark Acolyte fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"ZGE5YmJiMzk4ZGVm","name":"Surprise Attack (1/rest)","type":"feat","data":{"description":{"value":"

If the Dark Acolyte surprises a creature and hits it with an attack on the Dark Acolyte's first turn in combat, the attack deals an extra 2d6 damage to it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MDI5OWM1YjNiYTky","name":"Two-Weapon Defense","type":"feat","data":{"description":{"value":"

The Dark Acolyte gains a +1 bonus to AC while wielding a weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"M2M0ZmIwNWM1OWU0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Dark Acolyte is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark

Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind,

saber throw, burst, psyhcic charge

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness, force camouflage

3rd level: dark aura, knight speed, sever force, force repulse

4th level: improved force camoflauge

5th level: telekinesis

6th level: crush, rage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MTZlOGNkMjAwY2E0","name":"Parry","type":"feat","data":{"description":{"value":"

Dark Acolyte adds 6 to her AC against one melee attack that would hit her. To do so, Dark Acolyte must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"YzJjMjM2ZGExODNm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Dark Acolyte makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YWU1ZDU3ZGZjMmFl","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 25 (4d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"OTI5MGVkNWIyMDkx","name":"Off hand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"OTc0ZTVjZGYyZmRj","name":"Move","type":"feat","data":{"description":{"value":"

.

Dark Acolyte can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"Y2ZlMmYyNTAwZGI2","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Dark Acolyte casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MWM0ZjNhODhmOTU2","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

Dark Acolyte makes one lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"if8eJhQNeKD5xFL0","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"DDNmmEVomRxqQWxV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"frNy7ian3ldoz78a","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KW0BgfcV42NGd9dp","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"sa9ekh6caN7tF4IB","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"q13RIX9oupI11hQR","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"D17lEHJ15tdFZFOi","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"7BPi1VTykCjAtH2W","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YvCPUYErI0UkaFV6","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"dfZD6r00BsUCpcQH","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RjVXBVJ3WDaPBgKx","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sJw68e6GFxvsGWvD","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fJHtNT6PGY7wB6ZR","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"7nz2qRJsorC7VX1v","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"N5nKDgzXpednfjo3","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ulod8nnZ8fiOtmA3","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"W7K4gIMYfzDTdIUm","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pFUieVisiBbyGyJB","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NdZ5MoJpvcugSwZ2","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"nvCg9hm7KKuBnNP4","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]}],"effects":[]} -{"_id":"sVwsDKJEH4SToSr3","name":"Sith Necromancer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"Heavy durasteel armor"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":57,"min":0,"max":57,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.


Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

","public":""},"alignment":"Neutral Dark","species":"","type":"humanoid","environment":"","cr":15,"powerForceLevel":13,"powerTechLevel":0,"xp":{"value":13000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["psychic","necrotic"],"custom":"Unenhanced Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","poisoned","stunned"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":22,"prof":10,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","token":{"flags":{},"name":"Sith Necromancer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"sVwsDKJEH4SToSr3","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Njk0MGI3Y2NkNjVm","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the necromancer fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"NjMyYTYxNWI5NWNl","name":"Master of the Grave","type":"feat","data":{"description":{"value":"

While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"ZGRlMGYwZDMyZDI1","name":"Evasion","type":"feat","data":{"description":{"value":"

If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"details","entityorder":{"order":187}},"img":"systems/dnd5e/icons/skills/red_03.jpg","effects":[]},{"_id":"ODQ5YWIwNDUwZDQ3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge,

feedback, slow

1st-level: burst of speed, improved feedback, wound

2nd-level: animate weapon, affliction

3rd-level: plague, knight speed

4th-level: freedom of movement, shocking shield

5th-level: greater feedback, mass animation

6th-level: scourge

7th-level: ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"OWI2NmU1MWYzMGMy","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"YTJhZGUxYzMyMjEw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The necromancer makes three sith sword attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDlhMTUwMzc2Y2Q0","name":"Sith Sword","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"ZGFhNGFmMTYwYWFk","name":"Sith Sword","type":"feat","data":{"description":{"value":"

.

The necromancer makes a sith sword attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"NzE5NWVkMmZhMTBk","name":"At-Will","type":"feat","data":{"description":{"value":"

.

The necromancer casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"YjVlMjdiMTFlZDI5","name":"Move","type":"feat","data":{"description":{"value":"

.

The necromancer moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"MWRjOGJhN2I2NTJm","name":"Tsaiwinokka Hoyakut (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"qQOH539a2z5DCOo5","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"msFzz3FGThdStTfv","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"5EDAgIUvE1YrfvI9","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6czZX0PXwlFxK5GW","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"S44iohbZRNzpHLfs","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"JhN031GDlJhPRZp7","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"jprgfjqXOkN5LRSn","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"zy5lGKuEi0Wm4JZX","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"5MvPkwsCuBPsqKD7","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IRD6xx3a5HExDtT8","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lAAPRHGkxwwvLOYO","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"zBcRGTyGCNZSA68l","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"MR74kFjBwt85AYTu","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"yfSAV1iDlvX0YBJQ","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OSAIpzJ29Acq663M","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"JCw03pdTzomXycKD","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

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Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

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\"Send the Heavy Gunner in first—he has better armor and more firepower.\"

- Obi-Wan Kenobi

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Heavy Gunners were clone troopers in the Grand Army of the Republic that used Z-6 rotary blaster cannons. The troopers had better clone trooper armor than other clones in the army. Due to their heavy blaster, they had superior firepower as well. Heavy Gunners in phase one armor had blue markings. In phase two armor, the clones still possessed blue markings, however, now the troopers also wore a kama, and a pauldron.

During the Clone Wars, Heavy Gunners could work alongside a clone medic and a clone paratrooper that served as a sniper.

In 22 BBY, during the first battle of the Clone Wars, the First Battle of Geonosis, Heavy Gunners were deployed alongside the other clone troopers of the Grand Army to engage the Separatist's battle droids and their Geonosian allies. Later in the Clone Wars in 19 BBY, at least one Heavy Gunner fought in the Battle of Kashyyyk.

For general information about troopers, see Trooper

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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.

The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points.

The

developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock,

minor hologram, ward

1st level: alarm, decryption program, energy shield, hologram,

overload, repair droid

2nd level: detect invisibility, hold droid, mirror image,

translocate

3rd level: diminish tech, greater hologram, scramble

interface, tech override

4th level: ballistic shield, synchronicity

5th level: override interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"MDFlNTQ3ZjgxMjY4","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"MzZkYThkNzZlYThm","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"IxQJ0UJ3GrVemF7K","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"NGDcfcCvYrcmiVCh","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"C5nLX9mXf5XNSyKK","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"DoUPPpuBShbwwoyB","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"NwLH7iZpt1OTRaSW","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"TQ4HPUczf8uahrpR","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"Fw9FDw2z3m0IPBzq","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"DKeTsrrJfy1eFTN4","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"srlkCRYmdR4ad5kM","name":"Hologram","type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9BkVQndzFGxtralV"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp","effects":[]},{"_id":"Rs1U4U49Lsa3U6nR","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"y7WaLbjjJJxxbSOO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"BGhZO10KkBs8o807","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"DzSVJUopedgGH4mB","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"pbVsUlA0ZhA3w8na","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"9Kew9nsjwXa0Wl1M","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"zqhB7pM1WDnwXrlX","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"gZoEScTRaCKB1A4m","name":"Greater Hologram","type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.j9etZuLOpJpFO1Hx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp","effects":[]},{"_id":"sJUqr0c9lZSlL2w9","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6oJ07fhBJLXJ7zv1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp","effects":[]},{"_id":"DVZmsLRr88sX5kwn","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"03ZGV1PCUtqOboi8","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"tO5HJkZCQs5LuU3E","name":"Synchronicity","type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XERRPbogZO8ePUxp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp","effects":[]},{"_id":"rK5gqPonLpZVSzqo","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]}],"effects":[]} -{"_id":"srHe4XlPLV25qtAu","name":"Imperial Guard Sentinel","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered durasteel armor"},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"13d8+26"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"}},"details":{"biography":{"value":"

\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points.

The

intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward

1st level: oil slick, smoke cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"MjA5Y2NhZmQyNTFk","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The target must make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"ZTU5YzFmMWE3YWI1","name":"Light pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"eNENmfvPeRiq4nhX","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

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You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

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When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

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The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

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DesignationNon-sentient
Homeworld
Jakku

Steelpeckers were a non-sentient species of carrion bird native to the planet Jakku. They had beaks and talons that were tipped with iron; they fed mainly on metal, to which they were drawn by its magnetic signature. To digest the metal they consumed, Steelpeckers stored vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds were useful commodities to scavengers, who collected their carcasses and guano.

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The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

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The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

he manager knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The manager has advantage on saving throws against tech powers.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/295_-_Corporate_Manager/avatar.webp","effects":[]},{"_id":"YzAzYWE3MTliNjll","name":"Sonic Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/295_-_Corporate_Manager/avatar.webp","effects":[]},{"_id":"UC9GpJMkzh6eeGEn","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"YvrHLdCmv2ocQD2n","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"J2bMd8G2ElzZ1sfg","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"j54XlXEpo0AuJSEw","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"5WWDJJwrLgXe430L","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"0JVXQyaN5kYkzcca","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"NTGrPP4Qp8izlRd2","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"BN6xhSaBZsrBwSJu","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"4FKPYt7z3TNKHRu9","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"PeXGA0HmoF7XofCh","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"2NLpZks8qZfldF40","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"m8nSej4eo2uDWkhe","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"dqLsBpJRHYAJeoXg","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"tHKZ6wGbBr0CUwHq","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"RKG9bCB1MqRO7018","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"Imc30224n2ilg9YO","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"lQgE7bYCYgznOJ8p","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"qjLXTj7hXiL3krOm","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"I2k3Zcyj4QHoVGMI","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"IWDpUOyO1ptHDhJ6","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"12YD8QOQzgtQtsvK","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"lzqhjGojSQlCWFk9","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"n0ftrKzviAh8UANX","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.GqlEFPr0SNjeNnXY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp","effects":[]},{"_id":"lU4G5QZbo4Diwpii","name":"Cage","type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.a4nZ05eHgTXZo4TU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp","effects":[]},{"_id":"egGVb5oyUTE36C7q","name":"Scrambling Field","type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QXBHocnHw8ErKZSK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp","effects":[]},{"_id":"Bw1IAg8MGnCgHKoR","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} -{"_id":"td9B5taVZKIwOjwo","name":"Force Ghost","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Force spirits were beings who gained immortality through the preservation of their consciousness after death. When lifeforms died, they became one with the Force. Through special training, however, deceased Force-sensitives could retain their identity and, therefore, communicate with the living. By achieving spiritual immortality, a person's physical form would vanish upon their death. This knowledge could be learned only by those who fully embraced the light side of the Force, such as the Jedi who lived by a code of selflessness and sacrifice. The followers of the dark side of the Force, such as the Sith, were incapable of learning this power. Before the Fall of the Republic, Jedi Master Qui-Gon Jinn learned the ability to become a Force spirit, but was killed by Darth Maul before he could complete his training. As a result, he could commune with the living only as a disembodied voice. Near the end of the Clone Wars, a conflict in which the Galactic Republic and Jedi Order were at war with the Separatists, Grand Master Yoda embarked on a spiritual journey that brought him to the planets Dagobah and Moraband—as well as the birthplace of the midi-chlorians—and ultimately learned how to retain his identity after death. This ability was also learned by Jedi Master Obi-Wan Kenobi during the rise of the Galactic Empire. Although Anakin Skywalker—a fallen Jedi Knight and the Chosen One of the Force—never received the training that allowed his mentors to become Force spirits, his redemption and sacrifice made it possible for his consciousness to be preserved after death by Kenobi and Yoda.

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The ghost has advantage on saving throws against Force Powers

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) psychic damage

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The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

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.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/344_-_Force_Ghost/avatar.webp","effects":[]},{"_id":"YmIxMjI5ZjZmZGU3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

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The Jedi Ronin can cast an at-will force power.

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The Jedi Ronin makes one Saber attack.

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\"As I thought. Young. From the very last production line. Which means they were brought online after the purge, as an expendable death squad for the Inquisitorius.\"

- Ferren Barr, on the Purge Troopers

Organization type
Special forces

Leader(s)

  • Dark Lord of the Sith Darth Vader
  • Inquisitorius
HeadquartersFortress Inquisitorius, Nur
Sub-unit(s)
  • Bracca
  • Ilum
  • Kashyyyk
  • Mon Cala
  • Ontotho
  • Zeffo
Date foundedDuring or after 19 BBY

Affiliation

Galactic Empire (Inquisitorius)

Purge Troopers, also known as Purge Stormtroopers, were Imperial soldiers led by the Sith Lord Darth Vader and the Inquisitorius during the reign of the Galactic Empire assigned to hunt down any surviving Jedi. Trained as expendable death squads, they were activated after the Great Jedi Purge and subsequent termination of the cloning operation on Kamino, making them the last generation produced from the Jango Fett template. As with their precursors in the Grand Army of the Galactic Republic, Purge Troopers were programmed to obey Order 66, making them hostile against all Jedi.

In 18 BBY, Purge Troopers accompanied Darth Vader as well as the Sixth Brother, Ninth Sister, and Tenth Brother to the planet Mon Cala where they confronted Padawan Ferren Barr and his disciples. At some point, the clones which had made up Purge Trooper ranks were replaced by non-clones. Purge Troopers were also involved in the hunt for Cal Kestis, another Padawan of the fallen Jedi Order, during which they served under the Second Sister.

Purge Troopers were also assigned to guard the key locations of the Empire like Kashyyyk which housed a prison, that was later attacked by Cal Kestis with his crew and the unexpected help of Saw Gerrera, which had captured Wookiees from a resistance movement led by Chieftain Tarfful.

Description

\"I fought alongside the clones once, but now I know they are merely machines. Little better than droids. They must obey their programming. As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Purge Troopers

Purge Troopers were specialized Imperial soldiers who served the Inquisitorius, although some engaged their enemies without nearby support.[3] One group of Purge Troopers were clones from the final production line, and as such, were young human males. They served as a death squad for the Inquisitors and had a red tattoo on the right side of their faces and had no hair.

History

\"We barely survived the wave ourselves—lost two clones.\"

- The Sixth Brother, to Darth Vader

As part of the final production line of clones, the Purge Troopers were activated after the Great Jedi Purge and served as expendable death squads for the Galactic Empire's Inquisitorius, a group of Jedi hunters under the command of Sith Lord Darth Vader and Emperor Palpatine.

Occupation of Mon Cala

\"Kill the Jedi.\"

- The Purge Troopers turn on the Inquisitors under Ferren Barr's influence

In 18 BBY, the Purge Troopers accompanied the Inquisitors and Vader to Mon Cala in order to hunt down a possible Jedi who was allegedly advising King of Mon Cala Lee-Char. Using the Zeta-class shuttle Infernum, the squad touched down on a landing platform in Dac City. After the death of Ambassador Telvar, the Empire dispatched landing craft to Dac City under the command of Major Rantu, as well as landing craft throughout the world. Eventually, the Battle of Dac City commenced and the squad aided the Inquisitors in securing the platform, and then accompanied Vader and the Inquisitors to Dac City palace to capture King Lee-Char in order to uncover the location of the Jedi.

Two enormous creatures jumped from beneath the ocean's surface and crashed back down, unleashing a tidal wave that destroyed the city. At the palace, Vader and the Inquisitors used Force barrier in an attempt to stop the wave but were ultimately unsuccessful. Vader was separated from the others and the squad lost two members. The Inquisitors were able to regroup and requisition an Imperial submarine and rescued Vader from the Great Ungeness Trench as he defeated a large squid-like creature.

After Vader was rescued, the submarine headed to the cave where the Jedi, Padawan Ferren Barr, and his followers were located, and engaged each other just as Barr and his group were escaping. In the fight, which continued to Bel City, several members of Barr's group were killed and Vader left the group to find the king, while the squad and the Inquisitors continued. Barr, Verla, and Daren became trapped in an enclosed chamber. The Sixth Brother killed Daren with his lightsaber and the Tenth Brother told Barr and Verla that there was no escape. Although Verla was ready to face the Jedi hunters and the clones, Barr revealed he had another idea.

Barr informed the Inquisitors he knew who they were and mentioned their former names, Prosset Dibs, Bil Valen, and Masana Tide, and explained they were once Jedi. After the Ninth Sister retorted that they knew him as well and that their original names were dead, Barr countered, saying that the past didn't die and that he studied how Sidious manipulated the galaxy, including the role clones, had, and unmasked the clones, revealing their faces. Barr continued, as he then knew he was correct when he thought that the clones were from the last production line and were activated after the Jedi Purge. When the Sixth Brother stated that the past did not matter, Barr retorted, saying that once someone was a Jedi, they were always a Jedi, and used the Force to command the squad to execute Order 66.

The young clones, in accordance with their programming opened fire on the three Inquisitors despite their protests. The Tenth Brother was almost immediately gunned down, while Barr and Verla escaped. Ninth Sister and Sixth Brother used the Force to push the clones out of the way so they could pursue Barr. However, Sixth Brother sliced off Ninth sister's leg to buy him time for his escape. He wished her good luck, and slyly remarked that she was always his favorite. Enraged, Ninth Sister told him he was dead and his actions wouldn't stop her. As the battle came to an end, only one Purge Trooper survived the chaos and sat amongst his fallen brothers.

Hunting Cal Kestis

\"A Jedi. This is what I've trained for.\"

- A Purge Trooper confronts Cal Kestis on Kashyyyk

Five years into the Jedi Purge, Purge Troopers accompanied the Second Sister and Ninth Sister to Bracca in search of a Jedi, who turned out to be a Padawan named Cal Kestis. At least two of them were based at an Imperial Refinery on Kashyyyk when Kestis infiltrated the compound along with Saw Gerrera and the Partisans. One of them fought off two rebels before confronting the Padawan, but was killed in the fight. Another was later attacked by Kestis while consulting a scout trooper and was also defeated.

Equipment

\"Never seen a trooper like that before.\"

- Saw Gerrera

Every member was equipped with black and red phase II clone paratrooper armor that was lightsaber-resistant. The armor included several silver and/or red designs and a black helmet alike to that of clone paratroopers. Commanders wore red pauldrons while other troopers either wore black pauldrons, grey ones or did not wear one depending on their rank or specialty. The pauldron was worn over the right shoulder. Most troopers also wore kamas with commanders having red sections on them but some members did not wear one. Furthermore, some members had bandoliers wrapped around the left shoulder. Every member had the Imperial crest on both shoulder pads, either in red (usually for commanders) or in white (for other ranks).

For ranged weaponry, they were equipped with DC-15 blaster rifles, DC-15LEs, DC-15A blaster carbines or E-11 blaster rifles. In close quarters combat, they utilized electrostaffs, electrobatons or electrohammers.

To carry out their duties, Purge Troopers made use of Zeta-class shuttles, TIE/rp Reaper attack landers and LAAT/le gunships.

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The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

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The trooper has advantage on saving throws against Force powers.

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If the trooper surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack.

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The trooper makes two melee or three ranged attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

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Aiwhas, also called air whales, were a non-sentient species of winged cetaceans native to the planet Kamino. They were used as mounts by the Kaminoans.

DesignationNon-sentient
Classification

Cetacean

HomeworldKamino
Habitat

Ocean

DietKrill

Biology and appearance

\"That uniform suits you about as well as a hat on an aiwha.\"

- Kan Be to Terex

Massive, winged cetaceans, the aiwha were native to both the oceans and skies of the planet Kamino, capable of both swimming and flying using their wingtips to propel them through either substance. Their long, beak-like mouths featured a baleen used for filtering krill from seawater. The non-sentient species, one of a wide variety of aquatic life on Kamino, was also known as the \"air whale\", and were a peaceful and majestic species. Aiwha gave out bleating cries when dying.


History

\"We've got to stop meeting like this, my friend.\" 

- Obi-Wan Kenobi, saved by an Aiwha for the second time

When the climate of Kamino changed drastically, leading to planet-wide flooding when the ice caps melted, the native Kaminoans adapted both themselves and some of their fellow creatures to their new environment. The aiwhas were among those who were adapted using the Kaminoans' advanced cloning technologies, and became biological curiosities used as mounts to traverse Kamino's endless ocean. The Kaminoans used aiwhas as mounts, although aiwha-riders traveled beneath the waters during the lashing tempests of the severe electrical storms which raged for much of the planet's year.

During the Battle of Kamino, Jedi Master Obi-Wan Kenobi hitched a ride on an aiwha while investigating the planet's Separatist attackers, and was rescued twice during the battle by the creatures. During the search for the rogue clone trooper CT-5555 (\"Fives\"), teams rode atop aiwhas to track down the fugitive.

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If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

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The aiwha can hold its breath for 30 minutes.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes three attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled.

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The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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If the Jedi rebel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points.

The

Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump,

heal, project

2nd-level: battle meditation, force confusion, force throw,

phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

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The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

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The Jedi has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"ZjYwZTZkYmNlYjM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"NmVkM2YwZGU2NGFi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jedi rebel makes three melee attacks or three ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzUwMDhhMWEwOWY1","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"NWVhYTM3MTZiYTNk","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"TTZtRKvWAPfGEqhd","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"bU4vnnRpwjKlwML4","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"hapCx9YMjolznL18","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IgkORZjWCMnxzwCk","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hKRhLOkX4fghboZC","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"H35FAmlIJEmJNrUz","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"vAheLb6bYoYQoEH0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G5espKfak5peVMmD","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"gnj9g9meSDsUb2zK","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jTr9AiZYvOsb2PMp","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"tUF8Pb8rLBDAoVT8","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"c9e7lKnCgeiiAf67","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MqjPc8Mu1BZIcfkc","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"cc9ICyP8Hu6MzDoL","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JumnLZ8xk8HMqewy","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"o7qpxHFY9gPeIze6","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"TpFZZENI5mtmN10x","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tz8I5F70tvGKeUuP","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qJwINGqo9p22KCXi","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TRDUr4qgZB95d151","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"P832gNJXXddyUuAd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HmsfC2erBb0TwSKL","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6PSMvfteXoPHyziI","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XrNTDPoLqD4Kkyek","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Rx8Cc2zsZFviikv0","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"udilhQdib2rKrQSy","name":"Probe Killer Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":38,"min":0,"max":38,"temp":0,"tempmax":0,"formula":"7d8+7"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":38,"min":0,"max":38},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":30}},"details":{"biography":{"value":"

\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

","public":""},"alignment":"Unaligned","species":"","type":"swarm of Tiny droids","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":"Kinetic, Energy"},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/257_-_Probe_Killer_Swarm/avatar.webp","token":{"flags":{},"name":"Probe Killer Swarm","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/257_-_Probe_Killer_Swarm/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"udilhQdib2rKrQSy","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODQwZWQxMDkxN2Y2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The swarm makes 4 leg slash attacks if it has more than half its hp, or 2 leg slash attacks if the swarm has less than or equal to half hp.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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DesignationNon-sentient
ClassificationAvian
Feather color
  • Blue
  • Red
  • Green
Eye colorBlue
Distinctions

Four legs

Homeworld
  • Ord Mantell
  • Alderaan

Flutterplumes were feathered carrion-eaters native to the planet of Ord Mantell that also had a sizable population on Alderaan. The enormous scavenger bird was noted for its impressive hook-like beak and four sets of curled talons that it used to tear apart and consume rotting carcasses. Its beautiful feathers were also valued as good luck charms. An abundant supply of fresh battlefield kills attracted flocks of these carrion eaters and there were stories of wounded men unable to defend themselves being eaten by the hungry winged predators. Flutterplumes hunted in flocks of three or four, gliding on the thermal currents that blew across the Scraplands north of Worlport.

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The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The flutterplume has advantage on an attack roll against a creature if at least one of the flutterplume's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The tactician can attempt to hide even when obscured only by a creature its size or larger.

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The tactician can take the Disengage or Hide action as a bonus action on each of its turns.

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The tactician can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

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When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

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When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

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The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.

Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.

Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.

Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

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Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

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Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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ClassificationRodent
Homeworld

Yavin 4

HabitatJungle

Stintarils were a species of rapacious rodents that were native to the moon Yavin 4, and dwelt in the mid-to-upper levels of the jungle canopy.

The Stintarils had sharp teeth that could easily puncture and hold on to prey, and a knobby hairless tail that was used for balance. These rodents attacked in swarms, being known for their great speed. Their prey mainly consisted of woolamanders and whisper birds. The species was nomadic and, as such, were constantly on the move; even their young, born in litters of four or five, were born in transit.

The metabolism of the stintaril was extremely high, and they had to eat often or risk starving to death within a few hours. Hungry stintarils were known to turn on their own kind as a last resort, cannibalizing the weaker among them in order to survive.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stintarils. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Dark","species":"","type":"humanoid (any)","environment":"","cr":16,"powerForceLevel":0,"powerTechLevel":19,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["acid","cold"],"custom":"\u0000re, Ion, Lighting, And Sonic Damage"},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":19,"prof":5,"total":9},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","token":{"flags":{},"name":"Mad Scientist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vBArvFbyHUxXHXth","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2JjZGI5NDBmMzhm","name":"Acidic Vials","type":"feat","data":{"description":{"value":"

When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"Mjc3Yzk5ZWIyZWMw","name":"Madness","type":"feat","data":{"description":{"value":"

The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an intelligence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a\u0000ected by force confusion for 1 minute.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"YTM3NDY1N2E3ZDdm","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The chief o\u0000cer has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"YjA0N2YwNjEzOTM2","name":"Techcasting","type":"feat","data":{"description":{"value":"

The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison

spray, ward

1st level: absorb energy, cryogenic blast, energy shield, oil

slick, smoke cloud

2nd level: darkvision, mirror image, pyrotechnics, shatter

3rd level: dimish tech, explosion, sending, tech override

4th level: ballistic shield, holding cell, kolto reserve

5th level: cryogenic spray, friendly fire, shutdown

6th level: disintegrate, kolto infusion

7th level: tactical superiority

8th level: incendiary cloud

9th level: invulnerability

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ODIyMjI1NGJiMGQz","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ZGM5YzFmZGI0YTMx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The mad scinetist makes three Electrobaton attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTdhM2NlYWU4NmJj","name":"Electrobaton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ZTE0YjRmMmZmYzYx","name":" Maddening Presence (1/Day)","type":"feat","data":{"description":{"value":"

.

Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes aff\u0000ected as if by force confusion for 1 minute. At the end of each of its turns, an a\u0000ffected creature takes 4 psychic damage and repeats this save, ending the eff\u0000ect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"3eHRZ84RdP0YuNNl","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"kuGHzDktGOEABjd2","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"vp9c6GN8Ai4wQuRB","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"jURmBiTLtrfBM3BP","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"sCGDifHiQmnuSf7z","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"casebwARpRB6nM3E","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"k6ztwqAaop3DVQkd","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"zXBrZ04YPHzR5CWP","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"6X5v5WJClLRsChW9","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"6wBquZRguuVwMsLp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"nXqwJXmCkGslHEJX","name":"Darkvision","type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NTJFd2LsJJJjXjgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Darkvision.webp","effects":[]},{"_id":"a16j9o3uvWi54Kix","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"mnmSjvKjQvwLJTRQ","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"PJOGXkA7uRty0Ekj","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"HjGhztqa5wnwOsVJ","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"y212rpImi9wrik5c","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"xmy1WKGdD0JsxkZr","name":"Sending","type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fdxHYa82RznE46mK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp","effects":[]},{"_id":"nvbFWD2ICv9PjSIb","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"OkV0UwDikXdA7lSo","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"91SlMAI8F3CtKEWZ","name":"Holding Cell","type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PJxftyDxgenF6aj2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp","effects":[]},{"_id":"5eEfiN6ANXeVofhj","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"uUEe8pv7i46r9lTn","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"d23NvJOufgzy2wQt","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"5xf9pXzotruFsgew","name":"Shutdown","type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.MQnk1dyfbYgXh2Ns"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp","effects":[]},{"_id":"LJh9UUoG2XMz9Vae","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"uzxuOP0yTq8CwSgo","name":"Kolto Infusion","type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xxrRddwkMSsJbPs0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp","effects":[]},{"_id":"bSHKCyT1EbIpmxCZ","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P1V3IyTuobCwDV4u"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp","effects":[]},{"_id":"Sd4n7rd320Egd2p0","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SE3mktWuG9wEE6R5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp","effects":[]},{"_id":"d3TFHByrR7XuRFJj","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} -{"_id":"vE9lhCgHtAdQBYAH","name":"First Order Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"unarmored defense"},"hp":{"value":207,"min":0,"max":207,"temp":0,"tempmax":0,"formula":"19d8+114"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":45,"min":0,"max":45,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":207,"min":0,"max":207},"bar2":{"value":20,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"With the blood of a scoundrel and a princess in his veins, his defiance will shake the stars.\"

- Landonis Balthazar Calrissian

Kylo Ren

Ben Solo was a Force-sensitive human male Jedi who, after falling to the dark side of the Force, eventually renounced his adopted persona of Kylo Ren and was redeemed. During the New Republic Era, he conquered much of the galaxy as Supreme Leader of the First Order and master of the Knights of Ren. The blood of the most powerful Jedi and Sith flowed through his veins, granting him raw strength in the Force. Ren embodied the teachings of both sides, creating much conflict within him, yet it was through discord that he derived power, and he learned to channel his anger into strength. Ultimately, Ren sought to build an immunity to the light side of the Force and destroy the last remnants of the Jedi Order, fulfilling the legacy of his grandfather—the Sith Lord Darth Vader. The man who became known as the \"Jedi Killer\" was born on the planet Chandrila in 5 ABY, when the Galactic Empire surrendered to the New Republic. The son of General Han Solo and Princess Leia Organa, Ben Solo was trained by his uncle, Jedi Master Luke Skywalker. After Solo's destruction of Skywalker's Jedi temple, Solo renounced his family and assumed the identity of Kylo Ren, becoming a First Order warlord and the apprentice of Supreme Leader Snoke. Ren's descent into darkness was marked by the massacre of civilians and the murder of his father, but the act of patricide failed to end his inner turmoil. Believing he was destined to rule the galaxy, Ren assassinated Snoke and usurped the position of Supreme Leader, seizing both military and political control of the First Order. It was not a complete victory for him, however, as Rey, a Jedi apprentice whom he was growing close to, rejected his offer to rule beside him. Though they were sworn enemies, Ren and Rey shared a unique bond with each other, making them part of a prophesied dyad in the Force. Supreme Leader Ren prioritized the destruction of the Resistance and the capture of Rey, viewing both as obstacles in his path to complete domination. The war came to a head in 35 ABY with the return of the Sith Lord Darth Sidious, who urged Ren to become the new Emperor by killing Rey. However, the persona of Kylo Ren ceased to exist after his mother died, allowing him to regain his former identity as Ben Solo. After the battle on Exegol, Solo sacrificed himself to revive Rey, and the two shared a kiss before he vanished into the Force as the last of the Skywalker bloodline.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerForceLevel":15,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":18,"prof":7,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","token":{"flags":{},"name":"First Order Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vE9lhCgHtAdQBYAH","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDMwN2IwZmM2MGNh","name":"Disarming Strike (3/day)","type":"feat","data":{"description":{"value":"

When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"OGQyMzE5MjhiN2Fm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points).

The Warlord

knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw, sonic charge

1st level: burst of speed, fear, force jump, force propel, phase

strike, slow descent

2nd level: coerce mind, force throw, phasewalk

3rd level: choke, dark aura, force repulse, knight speed, sever

force

4th level: dominate beast

5th level: dominate mind, telekinesis, improved phase strike

6th level: crush, rage, telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"ZmJjZDQwNTU3MzBk","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"N2RjMDliMDg0NmVj","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Warlord fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"OTYyYmFkYzcxNzdl","name":"Reckless","type":"feat","data":{"description":{"value":"

At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"Y2FhOTU1MzI0ZWU3","name":"Relentless (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NWVkNDcyOTNiMmQx","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NWNjYjUzNzg1NGRm","name":"Unstable Kyber Crystal","type":"feat","data":{"description":{"value":"

The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"YmFkNjJmMzBlNmI3","name":"Force Immobilize","type":"feat","data":{"description":{"value":"

When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"MmM0YTk1ZTgzMzBj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Warlord makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDRjODgxYTBmZWYy","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"YjhjYmQ0YWM3NjI0","name":"Move","type":"feat","data":{"description":{"value":"

.

The Warlord can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NGI4ODU1OWQ2NmNi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Warlord can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NTA5NDk1ZTMxYTFm","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Warlord makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"5glJWenoHadVk2fY","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"As2Wemcdas2AEQb3","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"68WFM67Z1Q3LCQFh","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"QES0Sun3aXNFVeIm","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IVPFwv4ehwjIQQit","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"X0VjnlVhhnWfW7YP","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"q7BuphYmqhw1uGM2","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"35LRq6cv08cP1bJM","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"w2zhUn40j7OQbszG","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"v90KKdYvIJ2pDmME","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zs9zS86naEmdDbKW","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"q0vATa8wQhC7i4WI","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hou6BJDEAdbDBcOC","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fWxhVE1pebxC2Njy","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8BFLChxaDr0A5GwJ","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U79fCeDmTuBqR2BJ","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"t2BVeL9GCg0hCgfr","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"GFP450HSmcmibS0i","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"M8Hl6YRG03OS7Gfx","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Md2leiCOMEkGTU75","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vtTGUspUqi8pn9G9","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"GF5xlLypqBChBDXe","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"1vgRqWQMU3z9UVmX","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZZT6Ixt8a8WYzz8u","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uMC2QWXngZFs6o2j","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"1ZygzntV0N3rTzgd","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"2WUmj5HYL54LJGRR","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"vGz0mC3yT5ECAp8q","name":"Jensaarai Defender","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":8,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","token":{"flags":{},"name":"Jensaarai Defender","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vGz0mC3yT5ECAp8q","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWU3MzIwODU5MDBh","name":"Jensaari armor","type":"feat","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"MTI5YmNmZjhiZGZk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points).

It can innately cast the following

Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"NGE4ZTM4MGIzN2Fi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"N2FiMTE1MmM2N2Vh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"N2NiNWZlYTcyZTZi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NjBlMjgwN2IwODI2","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"ZDJmMjQ4YjNlM2E1","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"f6h2wZS6AJb8Q1mq","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"0rnY2kOxQM7fBNTR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"19qiR8BafR1cuVo3","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"KcMSyiO4d1pwqsF4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AZhw9uLmT4BfRYj0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zUTgUfuPtT4foRMW","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X8KNOKNXPleNAKo7","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HfuXQWyokBU1IQxq","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I55TFsuTctZYCoU7","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2uvVvI8DRDgzRDFd","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T2hJPsDONpQdzQ9U","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dzeie98JrUySVVaF","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"3pJf2wAtejvz8tgY","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"vML5bDJCXmB4HCja","name":"Kath Hound","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"3d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":30}},"details":{"biography":{"value":"
DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/084_-_Kath_Hound/avatar.webp","token":{"flags":{},"name":"Kath Hound","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/084_-_Kath_Hound/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vML5bDJCXmB4HCja","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWVkYjFiODU1MDky","name":"Keen Hearing and Smell","type":"feat","data":{"description":{"value":"

The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/084_-_Kath_Hound/avatar.webp","effects":[]},{"_id":"MjE4ODRmNzNjZDkx","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"What, were you celebrating early? You smell like a cantina!\"

- Shad Jelavan to Zayne Carrick

A cantina, also known as a saloon, bar, or pub was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Some cantinas had fighting rings. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. They were typically located on smuggler-affiliated planets, such as Atzerri, Abregado-rae, Tatooine, Nar Shaddaa or Nal Hutta.

Atmosphere

Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise).

Cantinas were generally poorly lit and crowded. They were dangerous centers of criminal activity, and it was not uncommon for patrons to be maimed or killed within the walls, without so much as a flinch from the staff or the other patrons.

Though most cantinas were open to everyone, many did not allow droids inside. Still other cantinas, such as the Jekk'Jekk Tarr on Nar Shaddaa, were designed only for aliens; the air consisted of fumes that were similar to the ones on their homeworlds, and therefore poisonous to Humans.

Staff

All cantinas employed at least one bartender. Chalmun's Spaceport Cantina had two bartenders: Wuher, who worked the day shift, and Ackmena, who worked at night. A serving staff of waiters and waitresses was often employed as well, and the bartender sometimes had an assistant or barmaid. In addition to the serving staff, most cantinas hired bouncers to handle the many drunk and disorderly patrons.

Some cantinas used MixRMastR robo-bartender droids as bartenders and other types of service droids to wait tables and handle the bar counter. The Kedorzhan Bar on Taris was run entirely by droids.

Many cantinas incorporated some type of entertainment, be it dancers or musicians. In some cantinas, female Twi'lek slaves danced on stages, while others used holograms. Bith musicians playing music, jizz for instance, were also popular entertainment. Some establishments employed both dancers and a band.

Layout

While layouts varied, cantinas typically included most of the same elements. Tables and chairs were generally scattered around the room, sometimes in the form of booths that were set into the walls for added privacy. Another element common to all cantinas was the bar. Often the bar was shaped like a long U, allowing the greatest number of patrons to be seated around it. In the center of the U-shape was the beverage dispenser, where the bartender made the drinks. At the back of the bar was usually a door leading to an office or other employee area.

Depending on the entertainment offered, a stage or bandstand could be against one wall for the performers. Often there would be a room off the main bar area with extra tables for playing pazaak or sabacc. Some cantinas also ran swoop races, in which case there would be a registration area and monitors for watching the races.

Additional areas in a cantina might include a VIP lounge—a room off the main bar area that was cordoned off for a particular group. The Upper City Cantina on the planet Taris had an area for watching and participating in dueling matches, and Zax the Hutt had established a bounty office in Javyar's Cantina.

The famous Jekk'Jekk Tarr, which exclusively served aliens who breathed fumes that were toxic to Humans, had four distinct chambers plus a VIP lounge. Each chamber was filled with a different type of gas, and was separated from the others by a small decontamination chamber. Despite the presence of a bartender, the Jekk'Jekk Tarr was primarily \"self-serve,\" with chemical dispensers located in convenient places around the room, primarily near the clusters of tables in the corners of the respective chambers.

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As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

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Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

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The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" - Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

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The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

5th level: improved phasestrike, improved phasewalk, mass

animation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/347_-_Jensaarai_Saarai-Kaar/avatar.webp","effects":[]},{"_id":"YTY4Y2JlMmZjMmZh","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TQ7NGpwAQCtbNdTh","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

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You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"EOzvUZExQuZalWG0","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cAQpdeHeirVbvm5n","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"P7bHhY1tVKXM5dAS","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tXLmFcilEAXYW5St","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dSRJvCvZQ2ZbxxI5","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6ao0svIZymcWlY0B","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UDxNcbJEJ1jCL2GC","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"81ZrZFNVwTV2MnR2","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vfyaluRwif9JUywY","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xx4HvuXOKn0g21bo","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"aK4xes9pPixegDPh","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I2tBA7yI9cdr9sZX","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rrxai8cUlDxRtIK1","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"w9BbD95F7klUttKP","name":"Trooper, Flame","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"durasteel armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+15"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"We're almost through. Bring in the flamethrowers.\"

―Jedi General Ki-Adi-Mundi, during the Second Battle of Geonosis

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Flame Trooper Corps)

Clone flametroopers were clone troopers of the flame trooper corps equipped with insulated armor and BT X-42 heavy flame projectors. Flame troopers under the command of Jedi General Ki-Adi-Mundi and Clone Commander CC-1993 \"Jet\" were highly effective against the Geonosians during the Second Battle of Geonosis.

For general information about troopers, see Trooper

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Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 4 (1d4+2) kinetic damage

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DesignationPossibly semi-sentient or sentient
Average lengthSmall
Average massNot very heavy
Skin colorRadiating color at the touch
Distinctions
  • Conscious full body camouflage
  • Long snout forboring holes
  • Back spines cointaining a toxin
Homeworld
Fex
HabitatTrees
DietBrains

Fexian skullborers were the apex predators of the purple moon of Fex in the Sha Qarot system of the Deep Core, inhabiting the trees of the mostly unexplored moon. The species' name was derived from the method by which they fed, drilling holes into the skulls of their prey via their long snouts and feeding off the victims' brains. The skullborers would drop down from the trees of the moon and latch onto their prey with their six limbs ending in clawed fingers. The predators also had a natural, full body camouflage they used to maintain the element of surprise when they attacked, as well as back spines that contained toxins that would poison their prey if they attempted to remove the skullborers from their head.

The skullborers were first discovered and recorded shortly after the Battle of Yavin by a collection team of scientists sent to Fex by biotechnology company Kelen Biolabs. Unprepared to combat the skullborers when they attacked, three members of the collection crew were killed by the predators. Interested in harvesting the Skullborers for research on their toxins and boring physiology, the Biolabs sent a second collection crew to the planet with better armor and weapons. The crew managed to capture ten skullborers and return them to their starship the Harvester safely, but five of the creatures escaped from their containment and killed all but one of the second collection crew. Kelen Biolabs sent a third collection crew of Luke Skywalker and Nakari Kelen to the moon, who found the Harvester and killed the five escaped skullborers, despite their use of adaptive tactics to find the pair. Due to the intelligence the predators displayed in fighting the duo, Skywalker and Kelen believed the creatures possessed some level of sentience.

Biology and appearance

Fexian skullborers was the name assigned to a a species of possible semi-sentience or sentience. The skullborers were small in stature compared to a fully grown humanoid, and were very light in weight. The creatures had six spindly limbs, each with clawed fingers. The skullborers' central body had a neck forming a large skull, ringed with eight eyes evenly spaced across it. The skull also had a large snout protruding out that had an outer layer of skin with an inner, translucent feeding tube. Between the two layers of the snout was a ring of bone covered by a layer of crystalline with the hardness similar to diamond. The teeth ring was connected to a muscular system at the junction of the snout and skull that allowed to teeth to rotate, and were arranged at an angle to prevent the teeth from cutting the inner feeding tube. This would allow the skullborers to cut through a variety of tough substances to feed, including heavy armor and thick polycarbonate glass.

The skullborers had rigid and sharp spines on their back in four rows of four radiating to the sides that contained toxins that would poison anyone that touched the spines. They species also possessed an active full body camouflage that would hide them from the naked eye. The skullborers could consciously control this camouflage, but if the skullborers were unconscious or dead their camouflage would dissipate, revealing skin that would radiate color at the touch. Despite having light weight, thin bones, the skullborers' skeleton was very strong.

Behavior

The Fexian skullborers were native to Fex, the purple moon of the planet Sha Qarot in the system of the same name in the Deep Core. The species were the apex predators of the moon, feeding off the brain matter of their prey. The skullborers resided in Fex's tall trees, dropping on their prey from above, and latching onto their victim's head with their clawed fingers. The skullborers would place their snouts onto the skull of their prey and the rotating teeth of the predator would drill through the bone and any armor to reach their desired food. The predators utilized their camouflage shield them from view, as well as their vantage point in the trees to prevent their prey from smelling them, maintaining an element of surprise. The toxic spines on their back would poison their prey if the skullborers' target attempted to swipe the predators off their head.

The skullborers exhibited adaptable behavior to combat their prey and avoid capture, which conveyed some level of sentience. When captured and put in thick polycarbonate glass containers, a group of skullborers learned to bore through the glass using their teeth to escape. In a confined starship, the freed skullborers climbed to the ceiling of the ship to gain a vantage point to attack their captures. When on the attack, two of the skullborers could observe that their preys' hands, which had been used to kill other skullborers, needed to be neutralized before attacking their preys' heads. The skullborers also possibly demonstrated some level of self sacrifice for a tactical advantage. When two skullborers attacked Luke Skywalker, one jumped on top of another, impaling the superior skullborer on the spikes of the inferior one, but also shielding the skullborer from Skywalker's stun stick. Skywalker was not sure if the skullborer had intended to sacrifice itself, or if it had landed on its compatriot by happenstance.

History

By the time of the Galactic Civil War, the Fexian skullborers had evolved be so effective at their predation that most other large animals of Fex, predators and herbivores alike, had evolved to have thick, crystalline structures and horns covering their heads or highly armored body cavities to withdraw their head into. The Fexians skullborers and the Sha Qarot system overall remained undocumented by the greater galactic society until shortly after the Battle of Yavin when the biotechnology Kelen Biolabs discovered the system. Believing Fex to hold possible value for future medications and other biological utilities, Fayet Kelen, the owner of the Biolabs, dispatched a collection crew of scientists to Fex to survey and collect samples for study. Three of the crew's members, the Bith Priban, the Duros Hafner, and human member disembarked their starship the Harvester to more closely explore the ecosystem of Fex.

As the trio were walking under a canopy of trees, recording the trip with holocams installed in their helmets, a skullborer landed Priban's helmet and began to drill into his head. Priban grabbed his head out of reflex, stabbing himself with the skullborer's spikes and poisoning him in the process. Unable to see the creature due to its camouflage and unsure of what was happening, the other two scientists were unable to react before Priban fell motionless. The human was next to be attacked by a skullborer, and realizing that something was assaulting him, called for Hafner to shoot a stun blast at his head as well as Priban's. Hafner was not able to react in time and the human too fell to the ground. Hafner finally stunned the human's head and the skullborer on it, revealing the creature visually. Hafner began to inspect the predator's physiology, making the first documentation of the species with his holocam, until another skullborer fell on the Duros. Trying to protect himself, Hafner commed the Harvester to come pick him up and stunned his head, knocking out both him and the skullborer. However, the Harvester was too slow in retrieving the crew members, and all three had their brains eaten out when the skullborers awoke, retreating into the trees afterwards.

With the holorecordings from the three deceased scientists preserved, Kelen Biolabs was interested in capturing the skullborers to study the physiology of their boring snouts as well as the toxins in their back spines. The company sent a second crew of five to Fex better equipped with stun sticks and heavier armored helmets aboard the Harvester. The second crew managed to successfully contain ten skullborers and bring them back aboard the ship. However, five of the skullborers were able to escape the polycarbonate glass containers the crew had imprisoned the predators in by boring through them. The crew, having taken their armor off by under the false guise of safety in their own ship, were caught unprepared when the skullborer's attacked them. All but one of the crew members were killed, the last man managed to lock himself in one of the ship's quarters to prevent the skullborers from attacking him.

Having lost contact with the second crew, Fayet Kelen hired two human Rebel operatives, the prospective Jedi Luke Skywalker and Fayet's daughter Nakari Kelen, to go to Fex as a third collection crew as well as return the Harvester and its crew. The senior Kelen gave to two stun sticks and a prototype head armor even heavier than what the second collection crew had, as well as the recording of the first crew's encounter with the skullborers. Upon reaching the moon, the pair tracked down the Harvester and began to inspect its interior. The five escaped skullborers were residing in cluster of wires and tubes on the ceiling of the ship's medical bay, and when Skywalker entered the room one of the predators jumped onto his helmet. The pilot quickly stunned the skullborer using his stick, toppling to the floor in the process. Two more skullborers then jumped on Skywalker's visor, a weak point in the helmet's design, with one skullborer landing on top of the other. While the top skullborer was killed by the other's back spikes, the lower skullborer was shielded from Skywalker's stun baton.

In desperation the young Jedi shot a blaster bolt across his visor, incinerating the skullborers. Kelen entered the room and shot the skullborer Skywalker had stunned. The two remaining skullborers on the ceiling, having witnessed the two humans kill the other skullborers using their hands, changed their tactics and attacked Kelen's hands. Kelen quickly reacted, killing the skullborers in rapid succession. The pair collected the corpses of the five dead skullborers along with the five skullborers that had remained in their glass containers, and returned to the planet Pasher, the base of Kelen Biolabs, with the Harvester and the lone survivor of the second crew in tow. Upon arrival, Nakari Kelen reported to her father that, due to adaptable behavior the skullborers had demonstrated in escaping the previous crew and attacking the duo, they believed the skullborers were sentient in some form.

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If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

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Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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The skullborer can turn invisible as an action or bonus action.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

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Melee Weapon Attack +7, Reach 5 ft., One incapacitated humanoid grappled by the skullborer. Hit : 36 (8d8) kinetic damage.

If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes two ranged weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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\"Still resisting? Unwise.\"

- A KX-series security droid

ManufacturerArakyd Industries
ClassSecurity droid
Degree4th degree droid
Cost50.000 credits

KX-series security droids, also referred to as enforcer droids,[6] were a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Description

\"KX droids have a long range of combat capabilities, excellent probability analysis algorithms, and direct access to the Imperial datanet.\"

- R0-GR

Arakyd Industries KX series Enforcer droids came equipped with a built-in comm package, recharge port, and a computer interface arm that allowed them to connect with standard communication frequencies for areas they were assigned to. The Imperial crest was imprinted on the side of each shoulder, one of which could be emblazoned in gold if the droid had received an enhanced status. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as \"security droids.\" They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

History

The droids were deployed as early as 14 BBY to guard Imperial installations, such as the Imperial Refinery or the mining headquarters on Ilum.

During the Galactic Civil War, they were present on both Jedha and the Imperial facility on Scarif. K-2SO and K-4D8 were examples of these droids.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor makes two attacks: one with its claws, and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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A carnivorous plant was a plant native to the swamps of Naboo. Standing taller than four meters, the carnivorous plants grew together in \"forests\" of each other, attempting to devour any animal unfortunate enough to get to close to them, including sentient beings. They had four yellow leaves and a mouth on top of a stalk.

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Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch-thick, unenhanced metal in 1 round.

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While the plant remains motionless, it is indistinguishable from a normal plant.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The Bendu’s attacks are considered enhanced.

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The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, sense

emotion, sense force, sever force

3/day each: force repulse, force project, force suppression,

sanctuary, telekinesis

1/day each: earthquake, force storm, improved force

camouflage, mass animation, precognition

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If the Bendu fails a saving throw, it can choose to succeed instead.

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The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YmUyM2YwZGYzNWUx","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"YWJjMGRmOGU3Y2Mz","name":"Horns","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"NWFjNmQzMWFjNDI3","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Bendu teleports up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"ZTFlYzQ5NGRkNzc1","name":"Lightning Strike","type":"feat","data":{"description":{"value":"

.

The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"Yjg5YTBiYjMzNjcx","name":"Attack","type":"feat","data":{"description":{"value":"

.

The bendu makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"ZjcwNmI3MmFhYTZk","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Bendu uses its teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"MmZiODFiZWI0YzJh","name":"Innate Power","type":"feat","data":{"description":{"value":"

.

The Bendu casts an at will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"faoEe3jeIuHyanrK","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WydKcY6QDuRB8hRw","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"av8wVkdhLxq5JaFd","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hsOmNlUrF5OuMAwy","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZeyyVVuUyYT67KkY","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cAmRc6vqwY3cKlCV","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zzj1wElNQkciAvbi","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sFHiHRA7XqTyAArG","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FW5682gdIGtb3vHC","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"YrRWBwl5sYFRVOGX","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zy3KP0dNplnkiXAQ","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"15yLTMvC3dHqnFes","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LaMeLhJNddpcF9dd","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"7060s16exXHkZRPh","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CYiqazMm6hpQtbhW","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OhZzlg9IG9CbNzFP","name":"Precognition","type":"power","data":{"description":{"value":"

Prerequisite: Danger Sense

\n

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HqxcYlFOZJZ91a98"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} -{"_id":"xX2D1vd5ogpIkBhK","name":"Galactic Senator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":1,"min":3,"mod":7,"save":11,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"fiber armor, light 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Senator","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"xX2D1vd5ogpIkBhK","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NjEyZmFkNmViNmQy","name":"Critical Analysis","type":"feat","data":{"description":{"value":"

The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"M2YzMjRjMWVkNzhh","name":"Inspiring Leader (3/day)","type":"feat","data":{"description":{"value":"

As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"Y2ZlNWZhYTg5NzRl","name":"Incite (3/day)","type":"feat","data":{"description":{"value":"

The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"YTJiZTYzYTE5YzM0","name":"Reassemble (3/day)","type":"feat","data":{"description":{"value":"

The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"YjNhYTAzMGE3ODdm","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Galactic Senator fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"YTRhZWY1NjJiYjAx","name":"Multitasker","type":"feat","data":{"description":{"value":"

The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"MzkxZTMzZTQ2MzU3","name":"Tyrannical Strike (3/day)","type":"feat","data":{"description":{"value":"

When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"MjNkMGU4MmFhODcx","name":"Call the Guards","type":"feat","data":{"description":{"value":"

When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"MGIyZmQ4MTE3ZTJk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Galactic Senator makes three weapon attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 17 (3d8+4) energy damage

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The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

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Ugnaught

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants. 

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The ewok warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) poison damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage plus 3 (1d6) poison damage

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\n\t\t\n\t\n\t\n\t\t

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Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty\nand stubborn. The mercenary Saponza compared the\nTusken Raider known as the Jundland General to a\nzakkeg after discovering that he had several heavily\nfortied bases. Associates of the smuggler Liana Kor\ndescribed her as being as \"stubborn as a zakkeg, and\ntwice as mean.\" 

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","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":7,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Ion, And Kinetic From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","token":{"flags":{},"name":"Zakkeg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"xtftB4bMT9hOAPPO","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM4ZDNkZWIzZjMw","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

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Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 16 (2d10+5) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points.

The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward

1st-level: cloud mind, slow

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"zJIcnsJdW3RDLzXj","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WuA5HTQ1aSoq8c0Y","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Z0B9fwsGKBlQGwlX","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"lwAo4OKWQCdaTUKc","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5v91IHeKOXFalm4X","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]}],"effects":[]} -{"_id":"yNCzJAcGjCkrhkH7","name":"Shyrack Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":""},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"6d10+10"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":20,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":14,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"

\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

","public":""},"alignment":"Unaligned","species":"","type":"swarm of Small beasts","environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","token":{"flags":{},"name":"Shyrack Swarm","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"yNCzJAcGjCkrhkH7","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE4MjQ4OTkyNjY5","name":"Keen Hearing","type":"feat","data":{"description":{"value":"

The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]},{"_id":"NDhmZjVmMDc2MGNm","name":"Swarm","type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]},{"_id":"NDYyOWNjZmRkZjQz","name":"Bite (melee - over half hp)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 9 (2d8) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]},{"_id":"MDE0OGMyNzlmYTMx","name":"Bite (melee - half hp or lower)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 4 (1d8) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]}],"effects":[]} -{"_id":"yPNfAOcMG9a50kX9","name":"Mistryl Master","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"heavy combat suit"},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"13d8+26"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 16"}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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On each of her turns, the Mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

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The Mistryl deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","effects":[]},{"_id":"ZjViYmE2MzVlYzY1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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.

The Mistryl makes three melee weapon attacks or three ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 6 (1d4+4) kinetic damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

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Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +16, Reach 50 ft., One target. Hit : 24 (3d10+8) kinetic damage plus 14 (4d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

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Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mnggal-Mnggal moves up to its speed.

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Mnggal-Mnggal makes a Pseudopod attack.

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Mnggal-Mnggal uses its Engulf attack.

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Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.


Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.


As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.


Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

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Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force

technique, lightning charge, saber reflect, saber throw, shock

1st level: burst of speed, curse, force jump, force throw, slow

descent

2nd level: animate weapon, battle meditation, stun, stun droid

3rd level: bestow curse, choke, force lightning, force repulse,

telekinetic storm

4th level: freedom of movement, force immunity, shocking

shield

5th level: mass animation, stasis, telekinesis

6th level: force chain lightning

7th level: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"Mzg0MGI5NTMwZDYx","name":"Duelist","type":"feat","data":{"description":{"value":"

When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"N2Y2ZmZlNGRjN2Q4","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MzZhMWFiN2NlODI5","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MjViZjgxZjMwZmMw","name":"War Casting","type":"feat","data":{"description":{"value":"

When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"ZjA5MDE3M2IzYThh","name":"Parry","type":"feat","data":{"description":{"value":"

When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MDdjYWM0OTdmYWFj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTM0NzYwYTdlOTgw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"YzNkYjkxNzgyMmQ1","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Duelist can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NmRlZDRkMGExNmFi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Duelist can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NmY3ZDc1YzY1ZTdm","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

Sith Duelist makes one Lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NzA1YmE3ZDEzMGRk","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"ZZCgZsXKQ226PTu6","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"qSifpZuUzGg3LO1k","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eUXVGg8lfcO1Ko6g","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"JB2ZZ35bWQAUZvam","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ovmTsLFw0VmRxqiS","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"lgjibatrjP9KW58i","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"2ilP15dqut48A9yN","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"vWYCkNaAVzghpt7I","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"IOEwpUJFGhaAdF9D","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"cC9jglqiZHoVEEwO","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"aSDo1ZbkcZ89neUZ","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VLfndWXPZ8NEH2bq","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lvRHqgq93yuIswS4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UTK33I9deuMJwama","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WnzS6NjcGUB0dkzi","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"p0aix8kuHLUi7bxN","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LOIm2esDN253tTXl","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"8j4Ki6mizpB40tOX","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"TpiA3AyMUbzWQtdr","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"cShOuAZzAJFSinMQ","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QVDrga2kMg7fGRbJ","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZOW4g5IiA2QfdwDC","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hjw0wWEu7488b5uD","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FRgZ7R76uHjqGZeU","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"hqmTgQPX6OKNgoUz","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"DwVAdIGEy8rzGSNo","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sNndmuTKm9DgfMkv","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R7CF7seAypZW1yfK","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u7PkyKBHwOXif4db","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"erEHWJXQmw4tR2jU","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} -{"_id":"yu6AHhxvTmWVsFou","name":"ISB Infiltrator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"heavy combat suit"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":15,"min":0,"max":15,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"OGQ5MjNlOTUzY2Nj","name":"Evasion","type":"feat","data":{"description":{"value":"

If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"details","entityorder":{"order":187}},"img":"systems/dnd5e/icons/skills/red_03.jpg","effects":[]},{"_id":"MTA5MmJlMTliMzhh","name":"Techcasting","type":"feat","data":{"description":{"value":"

The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers: At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/207_-_ISB_Infiltrator/avatar.webp","effects":[]},{"_id":"YTI0MzU5NGE0ODNj","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The infiltrator halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"YmE5MDU0OTMxYTcw","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/207_-_ISB_Infiltrator/avatar.webp","effects":[]},{"_id":"7fVKhppxfx8dcLsy","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"XPNn5jcUrlHtVPNj","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"34wPMlsoQa6Z9ujy","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"p3VHgkLYz2Ws8Xax","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"1suW3DBFO79hijQZ","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"EhuEHjLBpkbpJBJ0","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

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A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"TSpNelWL35vi7O5O","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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\"I think the commander's a super tactical droid.\"

\"Ah, you're right. He is.\"

\"Is that bad?\"

\"It's really bad. That droid's extremely intelligent.\"

- Kanan Jarrus, Captain Rex, and Ezra Bridger

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,94 meters
GenderMasculine programming

Super tactical droids were advanced tactical droids that served as commanders of the Separatist Droid Army during the Clone Wars.

Description

Design

In response to the T-series tactical droid's inflexibility, the secessionist Confederacy of Independent Systems commissioned the battle droid manufacturer, Baktoid Combat Automata, to produce the super tactical droid for use in its military forces during the galaxy-spanning conflict known as the Clone Wars between itself and the dominant Galactic Republic.

Evolved from their predecessors, the tactical droid had a much more robotic inflection to its voice, as well as a larger, more imposing and armored body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations.

Differences aside, the super tactical droid, as with their counterpart in the Separatist Droid Army, was analytical and calculating. Created to digest a situation of battle and formulate the most effective solution with a time frame for its execution, they were dreaded by Republic soldiers and seen as very dangerous to veteran officers.

Performance

Serving as masterful commanders of the Droid Army, the super tactical droid was highly intelligent and strategic, bane to both the Jedi Order and the Republic Military.

Though improved from the T-series, flaws in their programming were still prevalent. Such included the reluctance to see approaches and plans that differ from their own, as well as an overconfidence in the Separatists in their war. Yet where given the independence to act, super tactical droids could direct Confederacy military operations without superior overseers. Programmed with Separatist beliefs, they conquered through fear and the lack of courage and hope in their opponents, fighting for \"freedom from the tyranny of the Republic.\" Prioritising Confederate success, the super tactical droid would not hesitate utilising threats and torture as means of interrogation.

Although the droids were not designed for the purpose of direct involvement in combat, they were capable of self-defense, equipped with the standard Droid Army E-5 blaster rifle.

History

Clone Wars

\"Luckily, their [T-series tactical droid's] lack of adaptability led to the introduction of—you guessed it—super tactical droids. Despite their self-proclaimed superiority, these upgraded units still couldn't find a way to win the war.\"

R0-GR

In 20 BBY, Separatist leader, Count Dooku dispatched one such droid, General Kalani, to assist King Sanjay Rash's forces in dealing with the rebels of Onderon. During this time, he worked alongside the Royal Militia's commander, General Tandin as they attempted to capture the rebels in Iziz. However, Tandin and his forces then defected and assisted the rebels in freeing Ramsis Dendup during their escape to the highlands. When the rebels were able to defeat the droid gunships, Kalani was then ordered to retreat with his forces to Agamar, despite Rash's objections. Kalani then executed Rash.

Another super tactical droid, Aut-O was stationed aboard a Providence-class dreadnought. However, he was destroyed by R2-D2. Another one was given command of a commandeered Venator-class Star Destroyer with the mission to destroy the Republic strategy conference on Valor station in the Carida system. However, when the buzz droids failed in stopping D-Squad, the super tactical droid and it's crew were destroyed before they were able to complete their mission.

Another super tactical droid, Kraken, served as second-in-command to Admiral Trench. Kraken then attempted to take a captured clone trooper CT-5385 to Count Dooku. However, he was stopped by General Skywalker and two of his 501st Legion troopers. He was then destroyed by Skywalker when he refused to answer his questions. However, he was then rebuilt and commanded the Separatist forces during the invasion of Scipio alongside Dooku. Kraken continued to serve under Dooku aboard his command ship, even when his master, Lord Sidious, demanded his presence.

A super tactical droid then accompanied General Grievous to Utapau aboard a Separatist supply ship to secure the shipment of a enormous Kyber crystal. However, it was destroyed when the Jedi's top members intervened.

Age of the Empire

After the Clone Wars ended, the Galactic Republic transformed into the Galactic Empire and the Separatist Council was assassinated by Darth Vader, who then used the Council's equipment to send a shutdown signal to the droid army. However, Kalani, who was stationed on Agamar at the time with a battle droid garrison, assumed the shutdown command was nothing more than a Republic trick so he ignored it and did not relay to the droids under his command.

Years later, Captain Rex, Lasat Garazeb Orrelios, Jedi Kanan Jarrus and his Padawan Ezra Bridger arrived on Agamar, looking to find weapons and explosives for the rebellion. Kalani had his forces capture them and bring them to him so that he could play a little \"war game\" with them so that he could \"end\" the Clone Wars his way. Kalani holds Zeb hostage while Rex, Kanan and Ezra fight through his troops. After defeating waves of battle droids and making their way to the command center, Rex, Kanan and Ezra ordered Kalani to surrender. Kalani refused, but Ezra convinced him that neither the Republic nor the Separatists won the war and the Republic became the Empire. When the Empire arrived on Agamar, Kalani agreed to help the rebels escape. While the droids and Zeb attacked the stormtroopers and AT-DP's, Kalani had five droids fire at Ezra and Kanan who redirected their shots at proton bombs underneath the AT-AT's, destroying one of them in the process. The droids and the rebels made their escape in three Sheathipede-class transport shuttles, one being destroyed in the process. Kalani bid farewell to the rebels but refused to join them, believing that they had less than a 1% chance of successfully overthrowing the Empire.

Legacy

During the New Republic Era, R0-GR, a B1 battle droid who had been part of the Separatist Army and was currently serving in the Resistance, wrote a book entitled Droidography, which compiled facts about various droid models. He hoped would educate people on droids, and 2 of the droid models R0-GR covered were the T-series and super tactical droids. After listing grievances he had about the T-series, the B1 noted that the super tactical droids were introduced because of their predecessor's lack of adaptability. He mentioned that, while these upgraded commanders believed themselves to be superior, they failed to win the Clone Wars. R0-GR also wrote that he had heard that some super tactical droids did not admit defeat and ran battle scenarios for years, making him think they were \"sore losers.\"

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If the tactical droid fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"Y2YzNjliYTM5M2I1","name":"Master of the Droid","type":"feat","data":{"description":{"value":"

While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YmI4ZDA3OTg0YmQ4","name":"Circuitry","type":"feat","data":{"description":{"value":"

The tactical droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZTRmNWU0OGM3YWEz","name":"Techcasting","type":"feat","data":{"description":{"value":"

The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"MmNlYjVhOWFiZjE2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The tactical droid makes three biopistol attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MTVkODM5Mjg1ZTg2","name":"Biopistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"OGY5OTYxNjc0Yjdi","name":"Biopistol","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

The tactical droid makes a biopistol attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YWYwY2JjYjJlYjky","name":"At-Will","type":"feat","data":{"description":{"value":"

.

The tactical droid casts an at-will tech power.

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.

The tactical droid moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YmFkOTZmYmVlYjdi","name":"Construct Droid (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"uFPRL31EHXlVjM40","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"bfsA4Fq6OPP2tL4T","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"Yaqgf5hZMWLLOUoN","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"LzCgi6ZRycExxopj","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"ZlsuoBQ0ggBTSOii","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"Qfw2c0yRXXYy11DW","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jiQCe5WzRoRG59lX","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":810000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"mp9tUwUsjfbFWFF4","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":910000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"KNwz5Nt4MFbDBgHO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1010000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"IvhJef0QNdzsgiAC","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1110000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"SgpQTAigZWZllHfF","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"7HvoPYyw8316lBfq","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"bXASN1fC5UypB6QP","name":"Sensor Probe","type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P8cWLNsHqe3OVGO7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp","effects":[]},{"_id":"K5oBNqF5bHxvStC3","name":"Synchronicity","type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XERRPbogZO8ePUxp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp","effects":[]},{"_id":"bb9sBNuGW6WzOauM","name":"Mass Repair Droid","type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SZHMFvx9mkPSwUli"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp","effects":[]},{"_id":"8bHUPxbwjWnauWdy","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"TpSoUTespMc3dqBF","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1810000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.GqlEFPr0SNjeNnXY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp","effects":[]},{"_id":"ubLfCmPjLlQDxalq","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

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\"For every stormtrooper you kill here today, a Rebel life is saved tomorrow.\"

- General Carlist Rieekan

Manufacturer

Golan Arms

TypeAnti-infantry battery
Cost
  • 14.000 - 15.000 credits (new)
  • 7.000 - 9.500 credits (used)
Width2,5 meters
Height4 meters

The DF.9 was an anti-infantry battery produced by Golan Arms.

Description

Manufactured by Golan Arms, the DF.9 was a fixed emplacement anti-infantry weapon. It incorporated a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing. The tower was composed of heavily-armored durasteel, with proton-shielding that was resistant to close-quarters blaster fire but useless against the firepower of an All Terrain Armored Transport. The tower featured a front access panel for access, and an upper observation hatch.

The turreted laser cannon employed precision targeting computers, and had a one-hundred and eighty degree rotation. The optimal range for the DF.9 was three kilometers, although the laser cannon was capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 was capable of firing a shot every three seconds, although the beam diverged and degraded over its maximum range. The impact of the energy beam scattered explosive energy and produced a secondary blast of radiation. The collateral effect produced an eight-meter radius impact point that could effectively destroy entire squads of soldiers. The weapon produced more destructive firepower than heavy repeating blasters such as the E-Web heavy repeating blaster.

The DF.9 required a crew of three to operate; a gunner who sat in the upper turret, a targeting computer technician and a technician to monitor the energy flow from the power generator, who were both housed in the armored tower. The weapon could be crewed by a single gunner, but the efficiency of the weapon was diminished. Skilled gunners could use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it was devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 was best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It could be installed on multiple terrain types. The nature of the DF.9's fixed emplacement meant that the unit was not able to be moved easily.

The DF.9 spawned several variants, including the SP.9 Anti-Infantry Artillery Vehicle, the Twin DF.9, the Twin SP.9, and the DF.9/B.

History

The DF.9 was a popular unit in service during the Galactic Civil War, and it was found in the militaries of both the Galactic Empire, and the Alliance to Restore the Republic, where it was the standard anti-infantry battery in use by the latter. The use of the DF.9 by the Imperial Military raised Golan Arms' stature with the Empire more than any sales brochures. However, the supply contracts were slowly taken from Golan Arms and given to companies that were run by either friends or relatives of those Imperial officers in charge. Subsequently, Golan Arms approached the Alliance about supplying them with the DF.9. Initially happy with the deal, the Alliance became less than enthused when they realized that the limited fire arc of the weapon meant that several had to be purchased and deployed to defend an installation which was a problem for the cash-short Rebellion.

The units were deployed to several important Alliance bases, including Echo Base on Hoth, Tierfon Rebel Outpost, Arbra Base, and Oracle Base on Tel III. They were modified by the Alliance to be more effective and efficient against enemy combat vehicles by upgrading the laser actuator and first-stage barrel to channel more energy through the weapon to deliver a more potent laser bolt that was effective against vehicles such as the AT-ST and the Compact Assault Vehicle/Wheeled PX-10.

By the time of the New Republic, the DF.9 was twenty years old, and was still in use by the New Republic, Imperial factions, and independent entities such as planetary defense forces, militias, and mercenaries. The units were easily purchased on the black market. During the Yuuzhan Vong War, the DF.9 was forty years old, and was generally only used by pirates and outlaws.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"ZDExMjg2MTNiOTgx","name":"Heavy Armor & Shielding","type":"feat","data":{"description":{"value":"

The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"NGMzYjMxNjRiNDg4","name":"Gunner","type":"feat","data":{"description":{"value":"

The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"MzhhYWExZmFhY2Fm","name":"Vulnerable Interior","type":"feat","data":{"description":{"value":"

The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"ZjEyOTVlZWIyNDhi","name":"Targeting Systems","type":"feat","data":{"description":{"value":"

The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"NTFhZGQzZjkyNjAx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The turret makes two laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDYxMzM0ZWYzMmMw","name":"Laser Canon","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 300/900 ft., One target. Hit : 16 (4d6+2) energy damage.

The target must be at least 60 ft away from the turret. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":300,"long":900,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]}],"effects":[]} -{"_id":"z6OPKJzEaXTIYj98","name":"Opee Sea Killer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":139,"min":0,"max":139,"temp":0,"tempmax":0,"formula":"9d20+45"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":139,"min":0,"max":139},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Big gooberfish! Huge-o teeth!\"

- Jar Jar Binks

DesignationNon-sentient
Average length20 meters
Skin color

Reddish orange

Eye ColorYellow
Distinctions
  • Large
  • Carnivorous
  • Aggressive
  • Two long lure
  • Sharp teeth
Homeworld
Naboo
Diet

Carnivore

The opee sea killer, sometimes referred to as simply an opee, was a large meat-eating crustaceous sea creature of approximately twenty meters in length; a hybrid of crustacean and fish, that inhabited the watery planet core of Naboo. It was the third largest predator on Naboo, only smaller than the colo claw fish and the even larger Sando aqua monster, which both prey on it. Another predatory enemy of it is the Titavian.

Characteristics

The opee was a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee was perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allowed the opee to accelerate quickly underwater. Once in range of prey, the opee would extend its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also used the long, antennas protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide could deflect blasts from energy blasters.

Opees were known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young were born. From birth, opees could sustain themselves instinctively (and gruesomely). It was not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chewed their way out of the colo's stomach. This could also occur if the colo swallowed young opees alive.

History

During the time of the Invasion of Naboo, an opee sea killer stealthily pursued and then attempted to devour the tribubble bongo used by Obi-Wan Kenobi, Qui-Gon Jinn, and Jar Jar Binks (who referred to it as a \"big gooberfish\") to reach the city of Theed. Although the opee successfully caught and damaged the submersible, the creature was attacked, torn apart and eaten by an even larger underwater predator—the massive sando aqua monster, considered to be the opee's deep-sea rival.

During the events of the early Galactic Civil War roughly 30 years later, an opee sea killer attacked a Bongo vehicle that was traveling around the ocean floor, although it was devoured by a sando aqua monster before it could have a chance to eat it, which a Star Tours-owned StarSpeeder 1000 witnessed.

By unknown means, opees were introduced to Aquilaris, and could be seen swimming by the tunnels in which podraces took place.

One opee sea killer was housed inside the Royal Icqui Aquaria, a large, public aquarium that was situated on the planet Coruscant, and the sea killer was the largest living creature in the facility.

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The sea killer may move at full speed while grappling a creature.

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Ranged Weapon Attack +7, Range 30 ft., One target. Hit : 0 (0) damage.

The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 30 (4d12+4) kinetic damage

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\"These must be the 'unique items' we were warned about. These assassin droids can be very unpredictable.\"

\"They're switched off. They don't look so tough to me.\"

\"Nothing looks tough to you. Take my word for it—they're deadly.\"

- Anakin Skywalker and Ahsoka Tano, encountering a pair of inactive IG-86s aboard the Vulture's Claw

ManufacturerHolowan Mechanicals
ClassAssassin droid
Height1,96 meters
GenderMasculine programming
Sensor colorRed
Plating color
  • Gray
  • Red

The IG-86 sentinel droid was a model of assassin droids manufactured by Holowan Mechanicals as a subsidiary of Holowan Laboratories, the same company that created the IG-88 assassin droid. It was designed to function as a bodyguard, or home security system for the wealthy, but was usually used for more sinister purposes.

Characteristics

\"O Ziro the Hutt, Master of the Hutt Clan on seven systems, I am sorry, Your Highness. It will not happen again.\"

\"I know. Take him away, and use him for spare parts!\"

- KRONOS-327 and Ziro the Hutt, after the droid's failure to complete a mission

IG-86 sentinel droids were similar in appearance to the earlier IG-series droids such as the IG lancer combat droid and later models such as the IG-88 assassin droid. Considered to be some of the deadliest droids in the galaxy, they were more intelligent and agile than standard battle droids, able to think logically and creatively. They were capable assassins working individually or in groups.

History

\"After all these years, my most trusted of assassins has finally failed.\"

- Ziro Desilijic Tiure, on KRONOS-327

IG-86 units were owned by Ziro the Hutt and were adorned with a Black Sun marking, like their master. One of these was KRONOS-327, which was used as a sentry droid by Ziro.

When Anakin Skywalker and Ahsoka Tano were searching for R2-D2 on the freighter Vulture's Claw, owned by the Trandoshan scavenger Gha Nachkt, they were attacked by a pair of IG-86 droids. Though they demonstrated their exceptional agility and firepower, they were destroyed by the two Jedi.

Later on, three of these droids were used by Cad Bane during his capture of the Senate Building. They bore similar Black Sun markings as those employed by Ziro the Hutt, suggesting that they might have been the Hutt's personal property and not Bane's. Anakin Skywalker, who was not carrying his lightsaber at the time, destroyed one of the droids by clubbing it with its own blaster rifle.

Some of these droids were known to be used by the Confederacy of Independent Systems.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","effects":[]},{"_id":"ODQyZTRhNWM5MjM5","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","effects":[]},{"_id":"MzQ2MDk3ZGM1NWRj","name":"Stock Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","effects":[]}],"effects":[]} -{"_id":"z9N69tHU7YdbYXxD","name":"Mistryl Prime","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"heavy combat suit"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 17"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"M2E1Y2Q3MzNhYWJj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZWJlOGFlZTU2OGY3","name":"Sneak Attack (1/turn)","type":"feat","data":{"description":{"value":"

The Mistryl deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"MDJmNzk2NDJkODU3","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points).

The Mistryl knows the following powers.

At Will: encrypted message, light, poison spray

1st Level: alarm, decryption program, holographic disguise

2nd Level: concealed caltrops, infiltrate, paralyze humanoid

3rd Level: invisibility to cameras, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"NTQ2ODc5YTM5MmE1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"NmI3YjUxYzhlMzMy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Mistryl makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZjI5ZGI5NTU0Mzgz","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"MGNhZWM2NmUzMzNi","name":"Holdout Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 7 (1d4+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"O6Jn3aQPMZ6hRaoX","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"BnQz8lw8rbJRujzH","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.q15Watfzi4E5yzUm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp","effects":[]},{"_id":"7TUPfHqtwNTtjVkR","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"7ScvrfRMDTSBdjuf","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"ig9CdghpdyduoPON","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"MqmzuPe9NTZ198gB","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"lDwCZzlRuCog1Wkh","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"0jVTWiVAI7OuC0UG","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"J0tXuYmlv6f0diOb","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"QCP19TBnjXMKGDSD","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

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Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]}],"effects":[]} -{"_id":"zTJ2K0fc3stpsbmg","name":"Jawa Shaman","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":""},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"6d6+6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":18,"min":0,"max":18,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"OTBhMjc0ZjNjZGZi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The jawa is a 4th-level forcecaster. Its forcecasting ability is Wisdom (save DC 12, +4 to hit with power attacks). The jawa has 18 force points and knows the following powers: At will: affect mind, give life, spare the dying 1st level: beast trick, heal, heroism 2nd level: restoration, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"NzI4NzVmNDJjMjMy","name":"Vibrostaff","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 5 (2d4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"YzMyNDFkZGZiMzhl","name":"Grovel, Cower, and Beg","type":"feat","data":{"description":{"value":"

.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

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You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

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This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

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A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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Medics were soldiers who were trained to provide first aid to injured comrades in battle. Some of the Grand Army of the Republic's clone troopers were clone medics, such as Kix of the 501st Legion. In a medical emergency, medics had the authority to countermand orders from a superior officer.

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Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"NGMxNWRjZjZlMWYx","name":"Techcasting","type":"feat","data":{"description":{"value":"

The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The

junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot

1st-level: element of surprise, kolto pack, poison dart

2nd-level: paralyze humanoid, toxin purge, shared shielding

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"ZGQ2YzA1NDFmNGU5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YmZhNmFkYmRkNjY2","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YmFjZDA0NTAzNzRh","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"MjEyMjlmYjUyYjZh","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YjZlNWNjZjZmMmRh","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"JFGYzn1SLM2PYBJh","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"m8jsFbaeiwrAL8aU","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"oZhvZgbsShNy46Gm","name":"Warding Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.N6ohW2LtSCM976xi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp","effects":[]},{"_id":"1zWLg3uRONNVePqf","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"dUPWEnVE2qdIYEAN","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"1rCr3l0v3v2EJIjF","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"IZhr4sVRmAkaLLSL","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"otOoFy7QYaRbQBna","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"lP17YUg8ex6kMqxj","name":"Shared Shielding","type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c4SsNyGyxVhoTcT7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp","effects":[]}],"effects":[]} -{"_id":"zmBaOLdXCr7pJF1Y","name":"Noghri Lethal Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 20"}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Underworld

Away from polished society lies a darker realm\nshrouded in secrets and forgotten under layers of\ngrime. The underworld of the galaxy includes all\nmanner of denizens and visitors to its seedy realm.\nThugs, gamblers, smugglers, bounty hunters,\nprofessional companions, criminals, and crooks all\nscrape by, making a living through illegal and morally\nadjacent pursuits.

Assassins

Members of the profession are referred to by many\neuphemisms and epithets: \"problem solvers\" in the\nCorporate Sector Authority, \"exterminators\" in the\nOuter Rim Territories, and \"slayers\" in the Core Worlds.\nWhatever their name, most professional assassins are\nconcerned solely with credits, though some kill for\npolitical or religious reasons, or merely for love of\nkilling. This makes assassins simultaneously the best-\npaid and most-despised members of the galaxy's\nunderworld.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t

Though assassination is illegal on most planets, on\nsome, such as Umbara, assassinations are a relatively\nnormal part of society. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Any Alignment","species":"","type":"humanoid (Noghri)","environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Honorghran"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":2,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"sur":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","token":{"flags":{},"name":"Noghri Lethal Assassin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"zmBaOLdXCr7pJF1Y","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTYzZGM1MmMxOWI2","name":"Powerful Leap","type":"feat","data":{"description":{"value":"

If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","effects":[]},{"_id":"YjYyYzE2MGQ1ZmI2","name":"Strong-Legged","type":"feat","data":{"description":{"value":"

When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","effects":[]},{"_id":"ZDY4YWFiOWI1ZjM0","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"OWNlMWMzYzZhYTRh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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If the Assassin is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The Assassin makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +8, Range 20/60 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\" 

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Average height2 meters
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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\"Why, you stuck-up, half-witted, scruffy-looking nerf-herder!\"

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

DesignationNon-sentient
Hair colorBrown
Eye ColorBlack
Distinctions
  • Strong body odor
  • Coarse, curly fur
  • Four curving horns
  • Long pink tongue
Homeworld

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

Nerfs were a species of antlered, herbivorous mammal found all across the galaxy.

Biology

Nerfs were large quadrupeds characterized by their four, curved horns and shaggy coats of fur. The common nerf stood about 1.3 meters at the shoulder. Their mass of hair tangled easily, creating a perfect web for insects and foreign objects to cling to. Thus, they carried around a pungent odor. Nerfs often chewed their cud, creating excessive spittle that further added to their disgusting image. The spit was sticky, black in color, and near-impossible to remove from clothing. Their saliva also had acidic qualities, and could cause burns if it landed on exposed skin.

Male nerfs were generally larger and more aggressive than their female counterparts, with more pronounced horns. They were known to trample the young and batter the females. Because of this, males were kept separated from the rest of the herd.

In the wild, nerfs were common prey for predators such as manka cats and taoparis. They were often hunted by sentient beings such as the Gungans. Nerfs had unusually keen night-vision, helping them to spot nocturnal predators with ease.

Domestication

Nerfs originated on Alderaan and were raised on farms and in animal nurseries on planets such as Alderaan and Kashyyyk. Because of the nerfs' importance in the galaxy, they were exported from Alderaan and bred to exist on other worlds, specifically in the Core and Inner Rim, thus the nerfs did not go extinct when Alderaan was destroyed in 0 BBY. Nerfs were not commonly found beyond the Mid Rim, since most ranchers chose to breed and raise the less-troublesome bantha. Some planets developed efficient nerf production and monitoring programs, such as the Fennesa Nerf Herding Council.

Herders of the beasts—nerf herders—were well known for being as scruffy-looking and surly as their livestock. They would take the females and young out in the field to graze for weeks at a time, while the males ate harvested grasses back on the ranch. Although nerf herders were looked upon as lesser beings, their role in society was vital. Nerf-hide and fur was treated with chemicals and carded into sheets of wool for use in clothing, foot-wear, and furniture.

Nerf meat was among the most profitable in the galaxy, and nerf steak restaurants were commonly found in the Core Worlds. The nerf meat industry was a very important sector of the economy of planets such as Olanet. Some companies were dedicated to processing nerf meat, such as Haugg Nerf Industries, Grand Horn Ranch Corporation, and Davengatt's Double-Zed Nerf Ranch. Nerf meat was prepared and served in a variety of ways.

Subspecies

Because of the nerf's ability to easily adapt to harsh environments, several defined sub-species existed. Alderaan itself was home to two sub-species of nerf; the common plains nerf, and the leaner forest nerf. A number of nerf breeds were also found on the Tunroth Triumvirate worlds.

  • The Grizmallt nerf was exceedingly rare and could only be found on the planet Grizmallt. They bore a strong resemblance to eopies with antlers. In fact, their lean appearance and clawed distal digits led some xenobiologists to question whether or not the creature was in fact a true nerf.
  • The Mountain nerf evolved on Fennesa after being brought there by a group of colonists. The colonists allowed the nerfs to wander freely through the mountains, and they soon began hunkering down in caves. This made it difficult to capture them for shearing. Their spit was more acidic than the common nerf, and could cause burns on the skin if not promptly washed off.
  • The Wildernerf was, like its name suggests, a wild species of nerf native to a number of planets, including Noquivzor.
  • The Larkin nerf was a little-known subspecies native to Pii III.
  • The wooly-nerf.
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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Average height2,24 meters
Average length4,04 meters
Average mass1.100 kilograms
Skin color

Red and grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.


During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.


Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

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The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 23 (3d10+7) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing.\"

- Kreia

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

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The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points.

The Sith Anathema knows the following

force powers:

At-will: affect mind, denounce, force push/pull, saber reflect,

shock

1st-level: force body, force jump, phasestrike, wound

2nd-level: darkness, drain vitality, force throw, phasewalk

3rd-level: choke, force lightning, force suppression, sever

force

4th-level: drain life, force immunity, shocking shield

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

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When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

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Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

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As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

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In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

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.

The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YzU0ZTVkYWMzNzlj","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NmY1ZTlmMjA1YTk5","name":"Necrotic Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 21 (6d6) necrotic damage.

The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"NzY0MjY3ODdkMWM4","name":"The Force Unleashed (Recharge 6)","type":"feat","data":{"description":{"value":"

.

As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MWZmYWNmNGNkMTg5","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"ODE0MjViOTg2ZDcz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"MDBkNWNmODc0NTA3","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","effects":[]},{"_id":"47CbCaqkIQwE1xr3","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"ooL1uODj8krykKdm","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"owzCpPCevdidL30G","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"lejt15Q19AztXgJF","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9xJk6XOKRRW1R7IX","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Abov5rX4ICZbMK0N","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5UwmlXVCnducyfaj","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"rgpa8aqatOnzDjJh","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"0Ghtpj9AtmkGhN5M","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"ymX5UXxAnacTqSa4","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jv5PrcNGT9c32tby","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"OrqcWdmKpHWLDSUc","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"XtUNU6QAN9HHeN0V","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"NjTKjoWZewnLra6c","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"Yk1a9HawUa3OXVzK","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"W4QSD6Lfmp1sdrEo","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UGzEuDmaS8TV26vS","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Om4wRhalGehG3Vmd","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"IyeDFvZc22yAi9PV","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GcARmojCqSlIuikv","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dq8kRuAwZJtAmEaw","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zf1ubXDM6RwjXAku","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"pbLDdmx87iTeIy6A","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"1deCvmIqrRQR4rb8","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"Ao883cvtHxaOpCAS","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"W6TT8JN4c3zNNONx","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]}],"effects":[]} +{"_id":"0iBgNnq747avDKJa","name":"Mandalorian Commando","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"weave armor, light shield generator"},"hp":{"value":72,"min":0,"max":72,"temp":0,"tempmax":0,"formula":"11d8+22"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":72,"min":0,"max":72},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":15,"prof":1,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","token":{"flags":{},"name":"Mandalorian Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"0iBgNnq747avDKJa","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWVkMzE1YzQzODg4","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"NzFmZWM0NGM1NjUy","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The commando deals one extra die of damage with its weapons (included).

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While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"M2ZkNmNhNDQ0MjBl","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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.

The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"N2E5YWI1YWVjZmQ2","name":"Wrist Flamer (3/Day)","type":"feat","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","effects":[]},{"_id":"ZTAwZjNmOTExYTM2","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Watch out kid, this thing handles like a drunken bantha.\" 

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various\ngalactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was\njust the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its\ninformation networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to\nBlack Sun rivaled those belonging to a large planetary army, including foot soldiers.\n

\n\t\t\t\t\t

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own\nterritory and sector. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The vigo deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","effects":[]},{"_id":"OWJmMGQ2ZTBjMjZj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of the vigo turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"OGEyODM1ZmY2Yzdi","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The vigo makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist the vigo by any means within its power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

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\"These weapons of war would be awe-inspiring, if they were not so terrifying.\"

- Supreme Chancellor Palpatine, after the AT-TE's official unveiling

Manufacturer
  • Kuat Drive Yards
  • Rothana Heavy Engineering
ClassCombat walker
Width5,32
Length13,2 meters
Height5,02 meters
Cargo capacity10 tons

The All Terrain Tactical Enforcer (AT-TE), sometimes called a tank by clone troopers, was an all terrain assault walker developed for the Grand Army of the Republic (GAR) during the Clone Wars. The walker was used for numerous tasks including, but not limited to, transporting platoons of clone troopers on the battlefield and attacking enemy installations. The AT-TE's rear compartment contained computer hologram communication devices and space for troopers to stand during transportation. On the back end of the machine was a large door that allowed for quick deployment of troopers in a battle. Some versions of the walker were able to scale vertical cliffs, as evidenced in the Battle of Teth. The typical arsenal of an AT-TE included a top-mounted mass-driver cannon, along with six other laser cannons placed strategically around the outside of the vehicle.

AT-TEs were first used in action during the First Battle of Geonosis in 22 BBY during the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Due to the vehicle's success in the battle, Rothana designed numerous other walkers for use by the GAR. The walker served in countless battles across the galaxy and eventually became part of the Imperial Army after the transformation of the Republic into the Galactic Empire. The AT-TE was a precursor to the Empire's All Terrain Armored Transport.

Characteristics

\"Trampling target.\"

- An AT-TE driver

The AT-TE was a multi-purpose assault vehicle capable of tasks ranging from the transportation of clone trooper platoons around a battlefield to full-scale attacks upon enemy installations. The vehicle performed most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs were often deployed in large numbers to overwhelm the enemy through sheer volume of firepower.

The rear internal compartment was cramped and contained a number of computer consoles which included a holographic communication system allowing for representations of commanders to be projected inside the vehicle. On the standard model, troopers were located in the forward and rear compartments with large doors present in the back which opened, allowing soldiers to exit the vehicle. A top door allowed a soldier to observe the battlefield from the top of the walker.

An AT-TE was impervious to ion damage due to built-in electromagnetic shielding. Its average speed was 60 kph (37.2 mph). This plodding pace allowed it to penetrate energy shields, a feat that was impossible for repulsorlift craft. Effective in numerous terrains and environments, some models of the walker were even capable of scaling vertical cliffs, similar to the later UT-AT transport. During the Battle of Bothawui, it was demonstrated that the AT-TE was even useful in space combat, when a contingent of the walkers were deployed onto asteroids to ambush a Separatist fleet. AT-TEs contained enough fuel to stride at full speed for over 500 kilometers and possessed enough scrubbed air and military rations to last its crew for three weeks out in the harsh conditions of the battlefield.

Seven specially-trained crew members were needed in order for the vehicle to function properly. The pilot, who was normally the AT-TE commander, worked the six legs of the walker, while a spotter who sat above the pilot utilized several sensor stations to ascertain the locations of hostile units and primary objectives. The spotter then had to relay this information to the four gunners nestled at gun stations within the heavily-armored hull of the walker. A final crew member had to sit behind the controls of the heavy cannon atop the AT-TE, partially exposed to enemy fire. Ten clone trooper passengers could be held in each section of the walker (20 total). In addition, an IM-6 battlefield medical droid was located in the back of the AT-TE for emergency medical treatment.

The largest weapon was the enormous mass-driver cannon. This cannon could be loaded with an array of heavy energy weapons and solid shells, depending on the specifications of the mission. The payloads of the gun could range from burrowing bunker busters to heat-seeking projectiles to sonic charges. Whilst its range was considerable, it had a comparatively slow rate of fire and variable accuracy.

Six smaller laser cannons were strategically placed along the vehicle. Four were located in a square pattern around the cockpit, while two more were placed in the rear to cover the flanks and help secure drop off points for the platoons contained within the walker. These troopers were essential to the survival of the AT-TE when the walker came under fire from enemy infantry units that were too small to be accurately targeted by the main cannons.

Regardless of its heavy armor, the AT-TE was not invulnerable. Due to weak points in the underbelly of the vehicle, a single direct hit by a rocket from a Hailfire droid was capable of disabling an AT-TE, and they were also highly vulnerable to air attacks. Its high silhouette made it easier to target by enemies. One of the more obvious design flaws was that it was low to the ground, so the turret gunner's protection of the vulnerable underside was limited. The low ground clearance of this vehicle also made it susceptible to mines exploding beneath it. This flaw was eliminated in the later AT-AT walker. AT-TEs could be constructed at mech factories.

Special sockets for the AT-TE were created on-board Acclamator-class assault ships. While any Republic spacecraft could transport these walkers through space, a variant of the LAAT/i gunship, the LAAT/c, had to be used to ferry these vehicles down to battlefields.

Variant models

A variant model of AT-TE was modified to carry additional vehicles. The rear-ward section of the walker could house two AT-RT walkers in storage configuration, along with their riders. These were then lowered onto the battlefield via a lowering platform, their legs unfolding after the disembarking and the AT-RTs could be deployed into battle in seconds.

Another AT-TE variant held facilities for a small mobile command center. This variant served a similar purpose to the later tracked PX-4 Mobile Command Base, commanding and coordinating the movements of columns of other AT-TEs. Additional models were produced throughout the Clone Wars as Rothana continued modifying their design. Stock AT-TEs were even capable of being upgraded to Heavy All Terrain Tactical Enforcers.

During the time of the Galactic Empire, some AT-TEs had parts of their rear side-armor removed, enabling embarked troops to shoot at enemies on the sides. This added to the vehicle's lateral defenses, but also increased their vulnerability to grenades and other short-range weaponry. Some Imperialized walkers had most of their top armor and offensive armament removed (such as the projectile cannon) so that they could be used to transport large amounts of cargo.

History

Republic use

The AT-TE design was inspired by the arctic horny whelmer of Rothana. The AT-TE was first built as a patrol vehicle for mining companies operating on distant worlds who were in need of a vehicle that could help maintain order. When war loomed and Rothana Heavy Engineering gained military contracts, they revised the design and modified it for combat duty. The Supreme Chancellor Palpatine, when the design had been officially unveiled, admitted to the KDY executives that the walker's design invoked terror.

In the years following the walker's success at the first Battle of Geonosis and other conflicts in the Clone Wars, Rothana created the AT-HE and AT-AT walkers to supplement the earlier design. They also began tweaking the AT-TE design itself, replacing standard legs with longer ones on some of the walkers, presumably to increase their gunners' line-of-sight and to more easily avoid obstacles. Similar walker designs included the UT-AT and the AT-OT.

During the Clone Wars, the AT-TE was used heavily in many campaigns, especially in the Outer Rim Sieges. In some campaigns, they were used in conjunction with AT-OTs and AT-APs. Clone troopers and Jedi generals would often refer to the AT-TEs as \"tanks\" when discussing deployment and strategic use.

A division of AT-TEs were deployed in the Republics defense of Christophsis. After the traitorous Slick destroyed some of the walkers in the Republics staging area, the division was left 3 Walkers down for the Republic's first engagement against the Separatist forces. They managed to fight of the first wave, but many walkers were destroyed and only a couple remained for the second wave. The Republic forces eventually won the battle, and fresh AT-TEs were deployed to the planet to support the regiments protecting the planet from future assaults.

Many AT-TEs were deployed for the Liberation of Ryloth campaign. As General Windu attempted a push to the capital city of Lessu, the walkers came under fire from enemy AATs. 3 walkers were destroyed, but Windu managed to save one of the drivers. The AATs were destroyed by the newly deployed Lightning Squad. As the General pushed into the city, the walkers provided fire support from the nearby ridge over-looking the city. After the Liberation, the remaining walkers took part in a special victory parade.

A number of Heavy All Terrain Tactical Enforcers unsuccessfully defended the energy refineries on Sarapin.

Whilst attempting to rescue the Guardian of the Kyber Crystal, Bolla Ropal, from Cad Bane in the Saleucami system, Admiral Yularen informed General Skywalker they were not prepared for boarding another ship because they had no boarding craft. Skywalker soon came up with a plan to use AT-TEs as landing craft to board the Bounty Hunter's ship utilizing their Zero-G capabilities. They were dropped from the lower hanger of General Skywalker's flag ship and used their magnetic feet to clasp to the enemy ship.

AT-TEs were used heavily during the second Geonosian Campaign. After facing greater anti-aircraft fire than first anticipated, Commander Jet told Cody to \"Get the Tanks Down!\". The LAAT/c's dropped the walkers in a circle formation, with LAAT/i's filling the gaps. This defensive circle made their position easier to defend. The Walkers fought off wave after wave of AATs and Geonosians until reinforcements arrived. AT-TE 636 provided cover fire for Waxer and Boil as they rescued General Obi-Wan Kenobi from his downed Gunship. Later in the battle, the AT-TEs were used to destroy the ray shield generator protecting Poggle the Lesser's new weapons factory. After this, the walkers were confronted by the new Separatist Super tanks, and proved no match for this new threat.

During the First Battle of Felucia, two AT-TE's were used to fight alongside a Juggernaut that was the command vehicle of Jedi Commander Ahsoka Tano. The vehicles were lost to enemy fire, though General Skywalker managed to rescue his Padawan and most of her men.[28] Later, the droids mounted a second assault on Felucia. AT-TEs provide fire support from afar for the Republic forces assaulting the Droid Camp.

After the end of the Clone Wars, the newly self-declared Emperor Palpatine favored and authorized the use of newer — and more destructive — war vehicles.

Imperial use

During the Galactic Civil War, surviving AT-TEs were still used by the Empire, mainly in campaigns in the Outer Rim Territories. The walkers no longer held a primary status in military campaigns, but were sometimes used for additional fire-support alongside larger assault vehicles, including AT-AT walkers and Juggernaut tanks.

Some were deployed onto backwater worlds like Maridun and Jabiim, where they were used only for logistical purposes and not as front-line combat vehicles. Many of those walkers were adapted to fit new mission roles and planetary environments. The walkers were still used for front-line combat on more remote, less technologically advanced worlds like those in the Atoan system.

In addition to active service in the Empire, some AT-TEs also found their way into the storehouses of the Restored Empire.

Other uses

Aside from the Empire, the AT-TE had found itself in the usage of some criminal gangs. One particular instance was a Weequay gang at the Sriluur spaceport who had somehow managed to get a hold of one, and proceeded to use it to extort payments from visiting spacers. This particular model ended up significantly damaged by Han Solo and his first mate Chewbacca, who proceeded to blow off its back legs via a concussion missile. Solo later recounted this event when reviewing the field manual for the Imperial Military, the Imperial Handbook: A Commander's Guide.

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Creatures of Medium size or smaller can stand in the AT-TE's space.

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The AT-TE can transport a maximum of 20 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

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The AT-TE's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-TE makes four attacks: one with its laser cannon volley and three with its medium repeaters.

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.

The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage.

The AT-TE makes a single attack with its medium repeaters.

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The AT-TE mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.

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DesignationNon-sentient
Homeworld
Naboo
Habitat
Swamp

Zalaacas were swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little was known about their habits. They seemed to dwell primarily in woody uplands, yet were strong swimmers. Narglatch would not attack adult-sized zalaacas.

Zalaacas had excellent nocturnal eyesight. They also had grinding molars and slicing tusks to help rip apart prey. Male zalaacas were colored blue and yellow while the females were just blue. Zalaacas also had sharp claws, fetlock spikes, and a finned tail for swimming.

A Gungan rite of passage was to capture a foal with the intent of training it as a cavalry mount - extremely dangerous, and not often successful. As zalaacas were the natural enemy of the kaadu, this was a test of courage for both mount and rider.

A fully trained Zalaaca, while rare, made a vicious but loyal war mount, protecting its rider with its strength and savagely attacking the enemy. Riding a zalaaca standing up was the ultimate test of ridership.

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As a bonus action, the zalaaca can move up to its speed toward a hostile creature that it can see.

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The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

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The zalaaca can make two bite attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

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While in his humanoid form, the Father adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"NjYzZjI5MDUwMjM3","name":"One with the Force","type":"feat","data":{"description":{"value":"

The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"MmVlMWIyOWY0NDQ2","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"N2QxODQxYzVlNTE4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"OGNiMTM0ODkxNDhj","name":"Enhanced Casting","type":"feat","data":{"description":{"value":"

The Father's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"YThjMWJlMTQwYjc2","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Father fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"ZjVlYmJhOGMzOWNj","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"NGQyODhmYmNlNjU3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2M1ODc5MmZhYzQw","name":"Force Grip","type":"feat","data":{"description":{"value":"

.

If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"YTM2MTg4Y2I4ZWFj","name":"Force Slam","type":"feat","data":{"description":{"value":"

.

The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"MmNjNzU3ZTNhYmI0","name":"Will","type":"feat","data":{"description":{"value":"

.

The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"OWUxYmY1MmM4MTMx","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The father can cast one of his At Will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"NWI5MTc0MzRkMWEy","name":"Controling Will","type":"feat","data":{"description":{"value":"

.

The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"OGI2YWMwM2VmODI5","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The father teleports up to 60 feet into an unoccupied space he can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","effects":[]},{"_id":"3xVCMinRFrQekNPj","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0N8mpfqDeh4svaVG","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"LHnAuY0nWuDm9uP0","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hos63z1tS1Ptqod3","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"tKD9pqxUd1ytYNKE","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JvD4uPOqIKEDDjPo","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KZOOd5cTxzBgyzGN","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9S7QgImIgpOr5wMk","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Vudp3w4p07yI2NEd","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"e2i9YFwQZstWLBb3","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]}],"effects":[]} +{"_id":"1hFSSpeDLQSKfnpn","name":"Mandalorian Captain","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"composite armor"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+60"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","token":{"flags":{},"name":"Mandalorian Captain","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1hFSSpeDLQSKfnpn","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjExMGU2MjQ3M2My","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the captain can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"OTQzYzkyNDM3ODlk","name":"Brave","type":"feat","data":{"description":{"value":"

The captain has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"NjFjZDY3MDYwYzY3","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"ZjFlYzY0OWI0ZDEz","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","effects":[]},{"_id":"NmIxNzM4OWViZWY1","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The captain deals one extra die of damage with its weapons (included).

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While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

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The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

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.

The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

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Ranged Weapon Attack +8, Range 120 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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.

The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Fire Breather is a huge leviathan with tough hide\nand natural chemicals that are manipulated by the\nYuuzhan Vong for use as a heavy support organism.\n

\n\t\t\t\t\t

These deadly war beasts have exible proboscises\nthat spew streams of gelatinous ame, pores that\nexhale anti-laser aerosols, and hides thick enough to\nwithstand all but a blast from a turbolaser.\n

\n\t\t\t\t\t

The liquid ame is created through a unique\nchemical reaction caused by the mixture of methane,\nhydrogen sulde, and a mysterious substance deep\nwithin the guts of the Fire Breather. The beasts are\noften deployed for clearing out entrenched enemy\npositions. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Neutral","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":10,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["fire"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":0,"passive":18,"prof":8,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","token":{"flags":{},"name":"Fire Breather","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"1jDH0p4SOWhy2Oyx","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWNjMDkxODhhOThk","name":"Anti Laser Aerosol","type":"feat","data":{"description":{"value":"

Ranged Weapon Attacks that would deal energy damage have disadvantage against the Fire Breather.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 7 (2d6) fire damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) \u0000re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

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Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 \u0000re damage on a failed save, or half as much damage on a successful one. The \u0000re ignites any \u0000flammable objects in the area that aren’t being worn or carried

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The Fire Breather exhales \u0000re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) \u0000re damage on a failed save, or half as much damage on a successful one.

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) ion damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/217_-_Jawa_Scrapper/avatar.webp","effects":[]},{"_id":"NzhmZDVlZWQ2NzUw","name":"Ion Grenade (3/day)","type":"feat","data":{"description":{"value":"

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The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.


Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.


History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.


A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.


Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.


The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

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As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

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The Kell Dragon can breathe air and water.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Kell Dragon makes three attacks: one with its bite, and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage.

The target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The sith betrayer casts an at-will power.

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The sith betrayer makes a saber storm attack.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"ZDI3YTk1ZDRkNGFh","name":"Destroy the Force (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","effects":[]},{"_id":"LbDY0CV5JNdw5ntk","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"drlRrhmIDsoFSSuA","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"I4Z5tccgpJ05mRHn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"u5SvkrAl3usxyEJ6","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"WElMY9KfUHhJ5lZH","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"d76fbiBpA0OcI3nl","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"To6k0VudjS8WXcDD","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"GwgyiSvFQu7rFUAG","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"enxovFSSmIjQYDic","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"AJ5XPU99ajOhSMmO","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"BOrWo02kY6aT05WS","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"8fJo7xmwvCRyGFQY","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"4ggSh7S8PAHLors5","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sBI1zCIk6IEIjaWp","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"qWjh2CA2liNADIFc","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"aTi8SYHr5TKCFz50","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Tg4QU0nNpuNKy7OQ","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"4Vm6wnKY4hwFOO0T","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"d3nR1M8PEjJeA01r","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"usFXY59zGxKRVJbJ","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"DghUeAIts68WmvkC","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8fyDKGchTHrZPvar","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3bQC6r66fcMLHgUy","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"4CXPFroXif0lXJCO","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"zu3VtwnVbKZqe6L2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"Tl2YFmwODHyNPMjV","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"xIKzCfL6cvUbbw6O","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]}],"effects":[]} +{"_id":"2JHY8DiDgkhFTIDy","name":"Mandalorian Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"weave armor"},"hp":{"value":33,"min":0,"max":33,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":33,"min":0,"max":33},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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The leviathan uses Lightning Storm.

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\"You've fought against it, you know its weaknesses, and more importantly, you know what a killer it can be. Men, meet the newest addition to the Stormtrooper Corps.\"

- Stormtrooper commander TK-342 prior to the Battle of Ghorman

ManufacturerBaktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Width3,05 meters
Height
1,98 meters (without antenna)
Mass337 kg
GenderMasculine programming

The DSD1 dwarf spider droid, also known as the burrowing spider droid because it was first used to destroy opposition in narrow mine shafts, was a battle droid manufactured by the Commerce Guild to support the cause of the Separatists.

Characteristics

The DSD1 was similar in function to a typical combat vehicle. It was also used to punish customers who had declined to pay their taxes to the Commerce Guild.

Its main weapon was a long central blaster cannon mounted on its dome that was capable of firing either rapid anti-personnel rounds, or slower high-intensity blasts that could destroy light vehicles. The droid's small frame and four all-terrain legs made it suitable for warfare in dangerous mines, and the adjustable legs let it attain better elevation for the blaster cannon. Its legs were able to walk straight up and down walls and narrow cliffsides. However, because of the fixed laser cannon, it could not turn around to track enemies, thus making it inferior to speedy targets. Also, the length of this cannon sometimes hindered it in confined areas, a weakness that Anakin Skywalker exploited on Escarte.

The droid communicated in a beeping language similar to Binary. It seemed to have basic emotions, such as frustration, as demonstrated on Escarte and Teth. They didn't do anything they predicted would harm them.

History

During the Clone Wars, dwarf spider droids were used on the front lines, in front of platoons of battle droids and other Separatist droids. They were notably used during the Battle of Teth, using their laser cannons to hit the feet of the AT-TE walkers, causing the walkers to fall down the cliff. During the Second Battle of Felucia, there was a large group of them inside the Separatist base, presumably as a nasty surprise to the Republic troops that got in. The dwarf spider droid also worked in conjunction with the larger OG-9 homing spider droid and could operate as an armored scout exploring the battlefields. Infrared photoreceptors and powerful scanners enabled the droid to survey the terrain and relay target data back to the Homing spider droid.

When it identified a target, it sent a tracking message through a digital channel from its head-mounted aerial to the homing spider droid, which then moved toward the signal to deliver the killing blow. It also featured a self-destruct mechanism. If a clone unit moved in to destroy the droid, it would usually self-destruct, destroying any enemy/enemies around it.

Several variants of the dwarf spider droid saw action during the wars, including an amphibious model, designed for water-filled terrain such as marshes, swamps or wetlands, equipped with a larger gun, but could not float, as well as two heavily armored variants—the heavy dwarf spider droid and the advanced dwarf spider droid. Delta Squad encountered many advanced dwarf spider droids on their missions including 2 during the Battle of Geonosis, and several during the Battle of Kashyyyk, where they were used to counter the Republic's All Terrain Recon Transport units.

Though most Separatist war vehicles were deactivated after the end of the Clone Wars, the dwarf spider droids were recommissioned through Imperial command and used by the Galactic Empire to enforce the submission of former Separatist worlds, fighting against the remnants of the very government that once used them, with the Stormtrooper Corps using the droids as their mechanical attack dogs. They would remain utilized throughout the Empire's reign, and it was not uncommon to see these droids alongside stormtroopers at Imperial checkpoints.

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The spider droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 9 (1d12+3) energy damage

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The spider droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d8+4) kinetic damage

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\"Ever heard of the Trillia Massacre?\"

\"No.\"

\"Good.\"

- Finn and Rey

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Trillia

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Dwarf rathtar was a subspecies of rathtar found on Trillia. They were involved in an incident known as the Trillia Massacre.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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.

The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

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Melee Weapon Attack +7, Reach 15 ft., One target. Hit : 6 (1d4+4) kinetic damage.

The target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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The rathtar pulls each creature grapples by it up to 15 feet straight toward it.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (8) kinetic damage

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the cheiftain can move up to its speed toward a hostile creature that it can see.

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The chieftain makes two gaffi stick attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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\"I still remember seeing the starship. It roared like a Gorax in the sky, trailing smoke and flame.\"

- Treek

DesignationSemi-sentient
ClassificationHumanoid
Distinctions
  • Giant size
  • Highly sensitive hearing
HomeworldEndor
HabitatMountains

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology and appearance

The Gorax were humanoids of gigantic proportions. One particular specimen was more than five times taller than Luke Skywalker, a human who measured 1.72 meters. A Gorax's ocher skin was covered in thick, matted dark fur, except on the face, hands and feet. Its head featured two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminated in four fingers, including an opposable thumb. All of these digits ended in sharp nails. In his hand-drawn map of Endor, however, the Ithorian artist Gammit Chond depicted a Gorax with three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing.

Gorax had immense strength; they were capable of uprooting a large tree effortlessly with both hands.

Behavior and intelligence

Gorax lived in mountainous areas and rarely showed themselves. Although they mostly behaved like savage animals, they displayed a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wore crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

History

The Gorax dwelled on Endor, a forested moon of the Outer Rim Territories that orbited a planet of the same name. Occasionally, they emerged from their habitat to attack the villages of sentient Ewoks who also lived on Endor. The Ewoks of Bright Tree Village posted watchers in the forest canopy above their homes to look out for such marauding Gorax.

When Chief Buzza still led Bright Tree Village, a male Gorax lived near Mount Krana. Makrit, the village's shaman at the time, had come to worship the giant, whom he called \"Great Devourer.\" Makrit intended to sacrifice kidnapped woklings in the Gorax's honor, but ended up being eaten instead.

In 4 ABY, the Gorax traps the Bright Tree Ewoks set up as a defense were re-purposed for taking out the All Terrain Scout Transport units deployed by the Galactic Empire during the Battle of Endor. Shortly after the battle, Luke Skywalker and Leia Organa helped the Ewoks Kneesaa and Wicket stop a rampaging Gorax by resetting those traps.

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The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

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Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

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While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The gorax makes two greatclub attacks.

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Melee Weapon Attack +9, Reach 5 ft., One Medium or smaller creature. Hit : 26 (6d6+5) kinetic damage.

The target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Ranged Weapon Attack +9, Range 60/240 ft., One target. Hit : 28 (4d10+6) kinetic damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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\"Most impressive is the AT-RT, yes?\"

- Yoda

Manufacturer

Kuat Drive Yards

ClassCombat walker
Cost

40.000 credits (new)

24.000 credits (used)

Length2,9 meters
Height3,2 - 3,45 meters
Cargo capacity20 kg

The All Terrain Recon Transport (AT-RT) was a one-man bipedal walker used for reconnaissance and patrolling, first by the Grand Army of the Republic during the Clone Wars, and later on by the Galactic Empire and Alliance to Restore the Republic and was made by Kuat Drive Yards.

Characteristics

One of several precursors to the AT-ST walker, the AT-RT was 3.2 meters tall and 2.9 meters long, with a saddle-like seat for a single clone trooper driver. Its open cockpit design made the driver especially vulnerable to sniper fire, a notable flaw, but low costs and good visibility of the battlefield made up for this shortcoming. While other walkers like the AT-PT eliminated the flaw of the exposed driver position, the AT-PT was slower, and this made the AT-RT competitive with the former as it was capable of tremendous speeds and could also leap quite a distance thanks to its light construction.

The recon walker was equipped with a nose-mounted repeating blaster cannon and mortar launcher, both of which made the walker a formidable anti-infantry unit, although a group of five walkers could easily overpower a single AAT. The AT-RT was fitted with a motion detection scanner and sensor equipment capable of providing Forward Command Centers with updated situation reports from the battlefield.

AT-RTs could be deployed to the battle field in various ways. They were usually deployed from landed Acclamator-class assault ship, but this wasn't always practical for size reasons. When this occured, they could be deployed by LAAT/is, 1 per gunship stored on the speeder bike ramp, 2 could be carried if the crew bay was empty.

The walkers could also be deployed from modified AT-TEs with special cargo lifts in their back section. They could transport 2 Walkers and their riders. ARF Troopers were known to pilot these walkers.

History

Due to its light construction, AT-RT walkers were especially vulnerable to heavy weapons. This led many commanders to use them in fast scout packs, such as Lightning Squadron, a team that consisted of ten ARF troopers specially trained to operate AT-RTs. They were also used in the role of civilian (police or militia) support. Commonly, these walkers operated as picket and pathfinder units.

AT-RT walkers were used on several worlds during the Clone Wars. In the Battle of Christophsis, three AT-RTs made a gallant charge into the advancing enemy lines, 2 were destroyed, and it is unknown if the last walker and it's rider returned. Prior to the battle, they were stored in the Republics forwards command center, but many were destroyed when the traitorous clone trooper Slick sabotaged the base.

In the Battle of Ryloth, AT-TEs got trapped on ridge by AATs firing at their position. Mace Windu ordered the deployment of Lighting Squad. The squad and their walkers were deployed from specially adapted AT-TE with lifts in their rear section. Led by General Windu, the squad advanced on the enemy tanks, the walkers were too fast for the tanks and outflanked them easily, which allowed Lightning to attack the tanks from behind targeting their weak spots.

Shortly after the skirmish, Windu took two Advanced Recon Force troopers, Razor and Stak, to Cazne to find the freedom fighters of Ryloth, after encountering a droid patrol they met up with Cham Syndulla, the leader of the resistance. After the leader of the resistance agreed with Senator Orn Free Taa to ally themselves with the Republic forces, the Syndulla and Windu came up with a plan to take the occupied city of Lessu. Mace Windu stowed away inside an MTT headed for the City, as they were crossing the bridge, however, they were detected by the Droids. The Jedi made a break for the end of the bridge while AT-RTs and AT-TEs along with the Ryloth Resistance provided cover fire from the ridge over-looking the bridge. After fighting off the droids, the force made its way across the bridge, the AT-RTs took out the Tank guard then made their way into the city.

In the Battle of Kiros, AT-RTs were deployed by the 501st. These were later used by Anakin Skywalker and Ahsoka Tano to find the bombs hidden around the city. After defeating the droids guarding each bomb, they managed to disarm them.

Many AT-RTs of the 501st were deployed on Umbara when trying to capture the capital city. When beginning their assault on the surface, the walkers were launched from the back of LAAT/is. The walkers were ideal for the rough, uneven terrain of the planet, and because of their size could move through the thick forested areas with relative ease. However, they were no match for the hi-tech armaments of the Umbaran separatists, and were easy pickings for the likes of the Umbaran hover tank.

As with the Umbaran Campaign, great numbers of these walkers were deployed for Battle of Kashyyyk, and were later used in an attempt to track down Jedi Master Yoda following the execution of Order 66. They also saw action on Outer Rim planets such as the conflicts on Utapau and Mygeeto.

Units of this type were also used during the Battle of Rishi.

These light-weight walkers would also be utilized in the attack on the Jedi Temple. Over a year later, during an attempt by ex-Jedi Fy-Tor-Ana and Ferus Olin to retrieve a cache of lightsabers from the occupied Temple, AT-RTs would back up teams of stormtroopers that were hunting them. However, it appeared that the AT-RT was phased out in favor of the AT-ST. Nonetheless, it was considered preferable to the 74-Z speeder bikes, especially by various notable scouting units. According to the Imperial-turned-Rebel General Crix Madine, the AT-RT was commonly used in police units, and was easy to steal them on most Rim worlds.

Elite Imperial units like Lightning Squadron continued to utilize their AT-RTs during the Galactic Civil War. Modified AT-RTs were also utilized by the Rebel Alliance and fringe groups. Many of these walkers were painted with camouflage to better blend in with their surroundings. A floodlight often replaced the repeating blaster cannon, providing additional aid for the walker on night-time missions, but making the vehicle more vulnerable in the process.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its repeating blaster cannon or uses its mortar launcher.

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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Mucous salamanders were amphibians native to the bogs of Yavin 4. They possessed the distinct ability to diffuse their molecular structures underwater, which allowed them to swim faster and pass through hunters' nets. When a mucous salamander entered dry areas, it could change its molecular structure into hardened scales for protection from predators, particularly the angler. Another name for the mucous salamander was the pinkish salamander

Within his first month at Luke Skywalker's Jedi Praxeum, Jacen Solo captured a number of the creatures.

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When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

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The salamander can breathe air and water.

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The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

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While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the Hunter can move up to its speed toward a hostile creature that it can see.

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The Hunter has advantage on saving throws against being frightened.

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When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The hunter deals one extra die of damage with its weapons (included).

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Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

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Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

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The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

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If The Mandalorian fails a saving throw, he can choose to succeed instead.

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The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

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The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

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The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 19 (2d12+6) energy damage

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (2d8+6) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 11 (2d4+6) kinetic damage

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

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.

On a hit the target is grappled. On the targets turn, it can use a its action to make a DC 15 Strength check to break the wire.

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Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

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.

The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"You have progressed rapidly on your spiritual path, Brother Fortuna. Your quest is at an end. Prepare yourself for enlightenment.\"

- B'omarr Monk, to Bib Fortuna

Headquarters
  • Jabba's Palace
  • Teth Monastery
  • Denuta Temple
Locations/temples
  • Tatooine
  • Teth
  • Danuta
Date foundedCirca 700 BBY

The B'omarr Order, which consisted of the B'omarr Monks, was a mysterious religious order that moved to the planet Tatooine around 700 BBY. The B'omarr believed that cutting themselves off from all physical sensation would further their studies, and allow them to ponder the galaxy and achieve enlightenment. When a monk became enlightened, his brain was removed through a special procedure, and was placed in a nutrient-filled jar. The brains were held in very high regard by the lower, embodied monks, who saw to their every need, though the brains rarely did anything other than think and wonder. When they did need to travel around their monastery on Tatooine, the brains were transferred into specially modified BT-16 perimeter droids.

The order was established sometime prior to 700 BBY, though they transported their followers to Tatooine soon thereafter. They constructed a giant monastery, where they lived for centuries, though they were rarely the only inhabitants; over the years, many bandits and criminals occupied the palace, including Alkhara and Jabba Desilijic Tiure. After Jabba's death in 4 ABY, the monks took their palace back by force, recruiting new members without their consent. They then locked up Jabba's Palace and continued to practice their beliefs for many years.

Practices and beliefs

\"I'm not sure anyone pretends to understand the B'omarr Order. From what I've heard, when they reach their greatest state of enlightenment, each monk undergoes some kind of surgery that removes his brain and places it in a life-support jar. It keeps them from being distracted by physical diversions, leaving them to ponder the great mysteries.\"

- Luke Skywalker, on the B'omarr Order

The B'omarr centered their religion on isolating themselves from all feeling and emotion, so they could focus and enhance the power of their minds. They embarked on mental journeys that were impossible to comprehend while one was focused on the physical world. The B'omarr cared little for personal comforts and wore the simplest of garments. As a monk came closer and closer to enlightenment, he began to shed the use of speech, preferring to communicate either with solitary words or images, which the monks alone could fully understand. Other B'omarr were able to telepathically communicate, speaking directly into the subject's mind. Eventually, a monk would require none of his senses, at which point he was said to have achieved enlightenment. The monks were also adept healers, and offered aid to any who stumbled upon any of their outposts on Tatooine.

There were several stages that marked the spiritual growth of a B'omarr monk; after each stage, a monk was given a test to check his knowledge of the subject. There were many different types of tests: some were designed to gauge a monk's understanding of logic, others to test one's knowledge of sacred B'omarr texts, and others still determined a monk's ability to cut himself off from the physical world, by putting him through painful tasks and observing how much pain he felt. Eventually, after many years of study and practicing distancing himself from the physical world, as well as successfully completing each stage's test, a monk would become enlightened; he had pure mental power, and was at peace with the cosmos. As enlightened monks no longer required their bodies, lesser monks would help them shed their body through surgical means. After their enlightened brain was carefully removed, the monks were transferred into a nutrient-filled jar, freed from the distractions of life. The process of removing a monk's brain was very delicate, and the surgeons had to be extremely well-trained and careful when performing the transplant. They made use of reliable anesthesia to ensure the process was painless, and through experience, as well as various forms of apparatuses developed over the centuries, the monks were able to keep the brain functioning and alive long enough to transfer it into a nutrient jar. One small mistake and the brain was lost; they were usually discarded along with the lifeless body, before being eventually disposed of.

Occasionally, however, a monk's brain would be removed before he had truly achieved enlightenment. Assuming the operation went well, the monk would survive, though there were several side effects. The separation of the body and the brain could often induce psychosis, and the brain would then mentally scream, usually for days on end, without pausing for breath. Monks going through this transition were generally kept separate from the other disembodied monks, whom they usually disturbed. Eventually, in most cases, the brain would cease to scream, and could be returned to where the rest of the brains were located. Although incredibly rare, a brain could be transplanted back into a body, be it the monk's original body or that of someone or something else. However, the B'omarr had little technology to aid this procedure, so it was considerably more dangerous than the original process. For this reason, as well as the fact that the majority of monks were at peace when separated from their bodies, this was not widely practiced by the B'omarr.

After a successful operation, brains were transferred to the Great Room of the Enlightened, where they sat on shelves, meditating and pondering the infinite for centuries. The names of the enlightened ones were documented in the B'omarr Registry, a thick manuscript which included some of their greatest philosophical ideas, ponderings, and musings. With their every need catered to by the embodied monks, the enlightened brains rarely had use for moving around the monastery, though they did have means to do so when necessary: BT-16 perimeter droids. These droids were reported to have been designed by the B'omarr themselves, though similar models were in existence almost four thousand years earlier. The BT-16 droids possessed only the simplest of processors and technology; their main function was to react to the enlightened monks' telepathic messages. The droids would travel to the Great Room of the Enlightened at a monk's request and transfer a monk's brain-jar into a brain support unit, which was at the center the droid's legs. The brain support unit allowed the monks to survive without being connected to the special equipment in the deepest parts of the citadel, though they were initially difficult to use, and most monks preferred to stay in their jars. Towards the time of the Galactic Civil War, embodied monks began to experiment with the walkers, resulting in several of the newer models bearing five or six legs. The spiders would rarely leave the monastery, though some were known to roam the deserts surrounding the citadel, attacking anyone they came into contact with.

The B'omarr acolytes rarely congregated or spoke to each other, though they occasionally gathered in tea rooms, where they consumed their only form of nourishment whatsoever—potent teas made from strong herbs. These meetings rarely lasted long, the monks busy attempting to further their studies and understanding of the mind. Although part of the teaching of the B'omarr stated that possessions and comforts were unnecessary distractions, many monks veered from the order's way, accepting bribes to spy on the palace's criminal occupants. During Jabba Desilijic Tiure's time in their place of worship, many B'omarr acted as spies, while some were even on the payroll of his greatest rival, Lady Valarian.

History

\"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude.\"

- Mammon Hoole documents the B'omarr's arrival on Tatooine

The details surrounding the founding of the B'omarr were largely unknown, though their practices did change throughout the centuries. The order originally consisted only of Humans, though in time it encompassed a great many species. They had sought a world where they would be met with little distraction from any settlers, eventually choosing the monastery that one day became Jabba's Palace, in the desert world of Tatooine, in the Outer Rim Territories. At some point, they also lived in a monastery on the Wild Space world of Teth and had established a Temple on the Mid Rim world of Danuta. Tatooine was inhabited by no one but primitive salvagers, and was forgotten by the records of the Galactic Republic. The leaders of the order relocated their followers to Tatooine, arriving in about half a dozen cargo ships, which were the basis for the colossal structure they built in the planet's Dune Sea. Their structure slowly adapted to the planet's climate; the monks built a roof after they encountered their first Tatooine windstorm, while the building was enclosed after their first encounter with the Tusken Raiders. Many rumors surrounded the citadel; it was even said that the monks received help from the Tusken Raiders when building it, though these were simply unproved legends.

The B'omarr kept to themselves for the next few centuries, though civilization began to grow on Tatooine, with several small towns being established. Eventually, the palace became a haven for a small number of bandits and criminals, who used it as both a hideout and a shelter in the middle of the barren desert. The monks were happy to accommodate the bandits, though they ensured that the deepest parts of the citadel were reserved for housing the brains of the enlightened monks. Around one hundred and fifty years after they moved to Tatooine, the period of B'omarr isolation ended. A well-known pirate named Alkhara, who had incurred the wrath of both the local Tusken population and the Human authorities, sought refuge in the B'omarr's palace. Alkhara and his followers were welcomed with open arms by the monks, and quickly made the building their base of operations.

Eventually, the Hutt crime lord Jabba Desilijic Tiure came into possession of the B'omarr's temple, bringing with him a motley crew of gamblers, bounty hunters, and other criminally active individuals. The B'omarr were not fazed at this development, and continued to live out their lives as before. The presence of Jabba and his henchmen, however, would make the B'omarr far more involved with the other occupants of their monastery. While many feared the eerie spider droids and gave them a wide berth, some of Jabba's men took an interest in the B'omarr, learning and taking advice from both the embodied and the disembodied monks who frequented the palace.

Although many sought to learn more from the B'omarr, others saw the potential for exploitation, and hired many of the B'omarr as spies. Jabba's period on Tatooine saw many monks abandon their principles and engage in unsavory activities. Some worked for Jabba himself, such as the corrupt monk named Grimpen, who transferred wanted criminals' brains into other bodies, usually unsuspecting monks or any of Jabba's captives. Jabba also forced the monks to remove the brains of those who had failed him; they wandered the corridors of the palace aimlessly for years after. The majority of monks who found themselves working with the palace's criminally minded occupants acted as spies or informants; Jabba's main rival, the Whiphid Lady Valarian, had at least one B'omarr spy stationed in the palace. The monk was later killed by another spy of Valarian's, J'Quille, after a misunderstanding. Although the corpse was discovered by one of Jabba's Gamorrean guards, J'Quille managed to persuade him that the monk had in fact entered a trance. Others acted as informants for Ephant Mon and Bib Fortuna, two of the most prominent members in the Hutt's court.

Much of the information on the B'omarr available to the galaxy at large was compiled by Shi'ido Senior Anthropologist Mammon Hoole during Jabba's stay in the B'omarr's domain. On his first visit to the palace, Hoole mingled and interacted with the monks, learning of their beliefs and customs. Hoole, however, left the monks when they offered to guide him to enlightenment. On his second visit studying the monks, Hoole brought his two surrogate children, Tash and Zak Arranda. Jabba wanted Hoole to translate an ancient book he had taken from the B'omarr monks, though the visit to the palace proved far more eventful. Tash Arranda's brain was swapped with a criminal's by a corrupt monk, though it was eventually restored to her body and Hoole managed to escape with the children.

Occasionally, Jabba interacted with the monks, allowing them access to prisoners they dubbed \"interesting.\" One such event occurred when Han Solo was imprisoned following his release from carbonite, and he consented to tell his story to a young monk.

In 4 ABY, Jabba Desilijic Tiure was killed by Princess Leia Organa aboard his sail barge above the Great Pit of Carkoon, with most of his henchmen dying in the destruction of the Khetanna. Many of Jabba's former allies scrambled to pick up the pieces of the Hutt's criminal empire and claim it for themselves; the B'omarr took this opportunity to emerge from the shadows of their monastery, recruiting many new members by force, and killing those that resisted. Among the new \"initiates\" was Bib Fortuna, Jabba's former majordomo. The B'omarr remained in the palace, and although several attempts to make use of the vast building were made, the monks remained mostly in solace for many years.

For over twenty years after Jabba's demise, various thieves—among them agents of Lady Valarian, Jabba's old rival—arrived at the B'omarr monastery, hoping to plunder whatever wealth remained from Jabba's reign. The B'omarr were far too numerous for any petty criminals to fight off, so their ranks swelled considerably when thief after thief was enlightened, their brains placed in jars. In order to encourage more robbers to arrive, thus giving them further subjects to induct into their order, the monks allowed several to leave the Palace unharmed, taking with them hoards of Jabba's valuables. These stories attracted many more visitors; the B'omarr let none of them escape.

Locations

The Tatooine Monastery

\"They still roam the corridors of Jabba's Palace, from what I hear.\"

- Mayor Mikdanyell Guh'rantt, to a spacer

The palace which was later known as Jabba's Palace was built by the B'omarr approximately seven hundred years before the Battle of Yavin. Located in the Dune Sea, the palace was originally a simple construction made out of the chassis of several freighters, though after attacks by the vicious natives, the monks decided to build a more secure place for their studies. They built a huge round palace, which stood for several centuries, with many types of criminals and bandits occupying it, though the B'omarr always remained, lurking in the deepest and darkest portions of the citadel. Whenever a new band of mercenaries took over the building, they added to the complex building, constructing an observation tower, sewer systems, and even a series of subterranean tunnels. Eventually, the palace came into the possession of Jabba the Hutt, who had his main architect tweak it to suit his needs.

Jabba had his architect, Derren Flet, make many adjustments, though he was ultimately unhappy with the lack of prison space, and had Flet killed. The Hutt gangster had a vast hangar and garage—used to house his many pleasure yachts and sail barges—built beside the original palace, as well as stables used to keep his many vicious pets, which included the fearsome rancor. Jabba also installed a vigilant security system, and could locate any potential visitors from up to ten kilometers away. The hub of the palace during Jabba's time was his massive throne room, which housed his accountants, assassins, bounty hunters, and various other unsavory individuals.

After Jabba's death, the palace was turned into the Tatooine Retirement Home for Aged Aliens, though a shortage of government funds allowed the B'omarr to remain alone in the palace once again. Jabba's father Zorba became the owner.

The Teth Monastery

At some point, the Order constructed and lived in a monastery on the jungle world of Teth, on the top of a large mesa. It shared many design features with the Tatooine monastery and like that, had a throne room. It also had a room that housed a jungle rancor.

By the time of the Clone Wars, the monastery had long been abandoned. During the conflict, the captured Huttlet Rotta was taken to the monastery by the Confederacy of Independent Systems. The Galactic Republic sent a group of clone troopers, as well as the Jedi Knight Anakin Skywalker and his Padawan Ahsoka Tano, to free the baby Hutt, which instigated the Battle of Teth in and around the monastery.

The Danuta Temple

At some point, the Order also established a temple in the city of Trid on Danuta, which was primarily populated by Hutts during the days of the Old Republic, but later went under control of the Galactic Empire. Like thousands of other religions within the Empire, the monks were tolerated by the Imperials as long as they remained apolitical. In addition to embodied and disembodied monks who lived within the Temple, some supporters of their religion lived within the city of Trid and only visited the Temple during the regular ceremonies and prayers. One such visitor was Meck Odom, an Imperial officer whose position in the Imperial Military forced him to keep his religious beliefs a secret.

Other locations

The B'omarr had several other places of worship on Tatooine, though none were as famous or well used as Jabba's Palace. The B'omarr outpost was situated very near to Jabba's Palace, and was the home of the Most Perfect Order of K'vin. Another location was the Citadel of B'omarr; similar in design to the B'omarr Monastery, the citadel was the home of both embodied and enlightened monks. The citadel was also an outpost for those needing medical attention, who would always be treated by the embodied B'omarr healers. The healers made no distinction between patients who had been injured in the line of illegal activities and those who were not, offering their help and expertise to all who sought it. Although the connection between it and the order is unknown, the B'omarr Flats were a large expanse of land, located near the Great Mesra Plateau. The Great Pit of Carkoon was located in the flats.

Notable members

Evilo Nailati was a B'omarr monk who had had his brain removed some time before or during the reign of the Galactic Empire. He was extremely different to most other members of the B'omarr, in that he did not seek abstract concepts such as \"truth\" and \"enlightenment,\" but rather, he longed to amass as much knowledge as possible. Knowing his efforts would not last long in his original body, he joined the monks, eventually being deemed \"enlightened\" by the senior monks. After then, he took a frog-dog named Buboicullaar as an underling of sorts, teaching him of the galaxy. Bubo's species were thought brutish and unintelligent, though in truth they were capable of extraordinary intellect, though they kept it a secret. For years before he wound up on Tatooine, Bubo was a spy and an assassin, and was eventually part of a plot on Jabba's life. He took an interest in the B'omarr, and after the Hutt's death, willingly allowed them to transfer his brain into a jar.

Sai'da was a keen B'omarr historian, with a particular interest for information from the outside world. This isolated him from the other monks, who felt that his time would be better spent contemplating the infinite. Nevertheless, he continued studying as a historian, and became very knowledgeable in the Galactic Civil War. When one of the most prominent players in that war, Han Solo, found himself jailed in Jabba's dungeon, Sai'da could not resist the temptation to speak with him. Sai'da acquired entry into Solo's cell; in return for the Rebel's life story, Sai'da would have to ensure that his companion, Leia Organa, was safe. He agreed, and left their meeting thinking of concepts like companionship, bravery, and humor, to which he had offered little thought previously.

A disembodied brain calling himself K'vin was the leader of the Most Perfect Order of K'vin, which he claimed the B'omarr Order was a splinter sect of; in truth, he had left the order to start his own. K'vin lived on Tatooine at the B'omarr outpost, and like the B'omarr, his order had their brains removed so they could ponder the infinite for ever more. K'vin, however, sought more; when a bounty hunter entered his temple searching for Han Solo, the brain pleaded with the bounty hunter to shoot his vat, which would free him and expand his knowledge of the universe. Despite the efforts of the other monks, the bounty hunter did; K'vin's brain died soon thereafter.

Hedon Istee left the order after being branded a \"sensualist,\" taking with him a sacred scroll belonging to the B'omarr. The monks were unhappy, and sent one of the less law-abiding occupants of Jabba's Palace after Istee, to take back the scroll. Fearing for his safety, Istee hired a spacer to defeat the Gamorrean sent after him. The spacer succeeded, and was paid 3,000 credits for his efforts. The B'omarr, however, resorted to more extreme measures, and had a bounty hunter attempt to track down Istee, though, like before, the spacer managed to defeat him. Eventually, Istee buckled under the pressure, though, and had the spacer return the scroll to the B'omarr citadel.

Meck Odom was already interested in the B'omarr Order during his time as a Cadet in the Academy of Carida, though his position in the Galactic Empire forced him to keep his beliefs a secret. After his graduation, he was assigned to the Trid research facility on Danuta and began secretly visiting the B'omarr Temple located there, participating in their ceremonies. Shortly before the Battle of Yavin, his best friend and former roommate Kyle Katarn was sent by the Alliance to Restore the Republic on a mission to steal the partial set of Death Star plans from the research facility. Using his knowledge on Odom's beliefs, he was able to contact him through the help of the B'omarr Monks and convinced him to help him steal the plans of the battlestation.

Bib Fortuna was always interested by the B'omarr, and used them as informants during his time in Jabba's Palace. He was not ready to have his brain removed after his master's death, however, though the B'omarr monks did so regardless; Fortuna's brain screamed for days, though eventually he adjusted. Fortuna longed to escape, as did his friend and fellow B'omarr, Nat Secura. Nat had been sentenced to death by Jabba the Hutt; desperate to save his friend, Bib had the B'omarr remove Nat's brain. Eventually, Fortuna had his own brain transplanted into the body of Firith Olan, and escaped the monastery.

Jabba's Quarren accountant Tessek had no interest in joining the B'omarr, though he was forced to when they recaptured their palace. Tessek was transferred to a brain walker, though he found that he had far more freedom in his new life. J'Quille was another of Jabba's henchmen that joined the order, though he did so by his own choice. A former lover of Lady Valarian, J'Quille had been sent to Jabba's Palace to assassinate the Hutt, though he soon found himself without the means to do so. After Jabba's death, Valarian was furious at J'Quille, and promised him she would put a bounty on his head if he ever left Tatooine. Confined to a life of misery under Tatooine's hot suns, J'Quille opted to join the B'omarr, knowing he would not survive long if he attempted to flee Tatooine.

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Average height1,5 meters
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.

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The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

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The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MzI5YjJmMjZmYjgy","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NmMyNGJlMDk1YmYy","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast

as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can

affect any condition except incapacitated), wall of light (deals

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"YjcwYTk3NmZlNDEx","name":"Light Resistance","type":"feat","data":{"description":{"value":"

The Daughter has advantage against the saving throws against Light force powers

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NDNkMTIyMjc0OWVk","name":"Pool of Knowledge","type":"feat","data":{"description":{"value":"

When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NWVhOWQyMmMyZjIw","name":"Enhanced Casting","type":"feat","data":{"description":{"value":"

The Daughter's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MGZmOGQyMzcxOTRk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Daughter fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MDJjZTU2ODZjYTA5","name":"Mastery Auras","type":"feat","data":{"description":{"value":"

As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZmVlNGJlMGY5Y2Fh","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"NzczY2RkOTA3NGY2","name":"Multiattack (humanoid form)","type":"feat","data":{"description":{"value":"

.

The Daughter makes two Light Wreath attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZjM2YmIyZjI5YjMx","name":"Multiattack (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"Y2I5YjgyZGIyMmY3","name":"Claw attack (beast form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 21 (4d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":12,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"YjAyMGZiN2U3ZmM0","name":"Light Wreath (humanoid form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 14 (4d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":12,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"MTJjZmZmNzQyYjcy","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The Daughter can cast one of her at-will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZmNiY2Y0ZTcyOTZi","name":"Shifting Aura (2 actions)","type":"feat","data":{"description":{"value":"

.

The Daughter can activate one of her Mastery Auras or change which aura is active.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZjBkNWNmMzJjZDZi","name":"Claw (beast form)","type":"feat","data":{"description":{"value":"

.

The Daughter makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"OGZkZjAwYmQ0MjM4","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The Daughter moves up to his speed without provoking opportunty attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"ZDNjMDg2YmY4YWZi","name":"Metamorphosis","type":"feat","data":{"description":{"value":"

.

The Daughter transitions from a beast form to a humanoid form or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","effects":[]},{"_id":"AS6TW6xjG7rh3IiT","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0WzeW8iTn43zpfP3","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nK0vxuEl8BWjsTGF","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uJ8fKRldjVYwGNKx","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"C016yy4bOapZmg7s","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ujeZB9EwZoMb9d3U","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"y2SrzfkdiMU50Ctk","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Sg20h6PkhREixMcA","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Pma2FSYcYX0TyVxU","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"w66NswpZRTJWtg2y","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ECQlfAWwjlZawhqB","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"4oRYewA5FVJLNHTT","name":"Slicer Commando","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":19,"min":0,"formula":"powered battle armor, light shield generator"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+80"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"scout","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":19,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

","public":""},"alignment":"Lawful Light","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":13,"powerForceLevel":0,"powerTechLevel":9,"xp":{"value":10000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy And Kinetic From Unenhanced Sources"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":6,"passive":18,"prof":2,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","token":{"flags":{},"name":"Slicer Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"4oRYewA5FVJLNHTT","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZmQzYTViNWI1YzNi","name":"Aggressive","type":"feat","data":{"description":{"value":"

As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"YWFlNjAzZGViM2Fh","name":"Brave","type":"feat","data":{"description":{"value":"

The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"ZjJkOTg2OGYwZTk4","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"MzZlYTdkYTljZmFi","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"N2VmZDAwNGZiYzAw","name":"IWS","type":"feat","data":{"description":{"value":"

The IWS has three modes. As a bonus action, the commando can switch between modes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"NDJjOTJlNGU3ODM3","name":"Combat Casting","type":"feat","data":{"description":{"value":"

The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"YjA2M2Y5NTJjZTk4","name":"Techcasting","type":"feat","data":{"description":{"value":"

The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points).

It knows the

following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"ZWVjMTU0MWQ1ZDk0","name":"Sabotage","type":"feat","data":{"description":{"value":"

When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"ZDM3MTc3NzhiMTZm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The commando makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDFkNWE5NTk0OTU0","name":"IWS Blaster Mode","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"M2E4ZDQxYjhhMDBm","name":"IWS Sniper Mode","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"OTQyOTg2ODQwNjIw","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"ZTExNTQyMDdhMjc4","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","effects":[]},{"_id":"LkCbExJHAinCWZN8","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jUCciQ8KAWGl5zwp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"1bmFdSuEFuf3tpg2","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"T89xrD1RBe6JSUIA","name":"Analyze","type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PBFbcYIh4DK2EOdq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp","effects":[]},{"_id":"oEAskcFV3VAn35N2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"okOOrZSpo4QMyPhC","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"HohUdrBHW3zm1ykw","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]}],"effects":[]} +{"_id":"4qYW1w9LDfRQvfqe","name":"Leviathan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":30,"proficient":1,"min":3,"mod":10,"save":18,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":1,"min":3,"mod":8,"save":16,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":21,"min":0,"formula":"natural armor"},"hp":{"value":475,"min":0,"max":475,"temp":0,"tempmax":0,"formula":"25d20+200"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":40,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":475,"min":0,"max":475},"bar2":{"value":21,"min":0,"max":0},"senses":{"blindsight":60,"truesight":120}},"details":{"biography":{"value":"

The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.


Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.


During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.


Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.


Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.


Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.


History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as \"dark-side spawn.\" However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.


Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"MjgzMDcyMmI1OWM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 23 (3d8+10) kinetic damage.

If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 20 (3d6+10) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

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Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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.

The leviathan makes a tentacle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","effects":[]},{"_id":"NjI3NWQ4NTZlOTE3","name":"Life Drain (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature currently restrained by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

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Jakrabs were a species of long-eared swift bounding mammal lagomorphs native to Tatooine and Neimoidia.

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.

Their one-day-old kits had a reputation for eagerness.

Homeworld
  • Tatooine
  • Neimoidia
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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm has advantage on Strength and Constitution checks and saving throws.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes three improvised weapons attacks.

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\"The AAT serves as the Trade Federation's front line assault vehicle. Designed to wipe out enemy troops, the AAT boasts a powerful laser cannon capable of punching through enemy ranks. A fearsome sight on any battlefield, the AAT is one of the Trade Federation's most formidable weapons.\"

- Captain Panaka

ManufacturerBaktoid Armor Workshop
ClassRepulsorlift tank vehicle
Length9,75 meters
Cost75.000 credits

The Armored Assault Tank (AAT-1 or AAT) was a medium-sized repulsor tank used mainly by the Trade Federation and the Confederacy of Independent Systems prior to the rise of the Galactic Empire. The tank had heavy frontal armor that gave it the capability to plow through walls, and it was heavily armed with a payload of 57 shells. The tank required a crew of four battle droids to be fully operated and was able to carry six additional battle droids onto the battlefield. The tank's reactor and power and communications gear were kept in the rear for protection.

The vehicle was designed by the Baktoid Armor factories, with its most important parts placed in the back. Piloted by OOM pilot battle droids, AATs comprised a significant portion of the Trade Federation's ground forces. They were used to fight armies of pirates in the Outer Rim Territories before they were finally deployed in the Federation's Invasion of Naboo in 32 BBY. Ten years later they would be used heavily during the galactic Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Though AATs did see a little action after the Republic transformed into the Galactic Empire in 19 BBY, these instances were very rare.

Description

The Armored Assault Tank was a formidable vehicle; it was augmented with heavy inches-thick frontal armor that allowed it to plow through walls, and had heavy weaponry. It carried a payload of 57 shells, but once exhausted, the AAT had to return to its carrier to have its shovel-shaped lower hull completely replaced, fully replenishing its supply.

The AAT's launch tubes could be equipped with a variety of ammunition. The three standard-issue ammunition types were \"bunker-busters\", high explosive shells used for destroying enemy structures such as outposts; armor-piercing shells, used for penetrating heavy armor on tanks; and high-energy shells for anti-personnel and anti-vehicle use. As they were fired, these shells were surrounded by high-energy plasma, which improved their penetration and reduced friction, thus increasing speed.

Its crew consisted of four battle droids (one commander, one pilot, and two gunners), and could also carry six B1 battle droids on the hand grips on the outside of the tank. The commander typically sat inside the turret of the primary blaster cannon, while the gunners and pilot were positioned in the main hull of the tank. The gunners operated both secondary blasters, and the commander controlled the main turret. The droid's programming allowed for only simple tactics, but the tank was effective nonetheless.

The reactor, along with key power and communications gear, was kept in the rear for protection, as with many other Baktoid vehicles. The AAT used heavy-duty repulsors to keep it off the ground and propel it forward. While this method was relatively quick, it was sluggish compared to the Gian and Flash speeders of the Naboo, and the later GAT. Like other repulsorlift vehicles, the Armored Assault Tank was unable to penetrate deflector shields.

Enemy forces could destroy an Armored Assault Tank by dropping EMP or explosive grenades into both the main turret and the pilot hatch. Additionally, the tanks were vulnerable to portable missile launchers, other vehicles, or Jedi with lightsabers.

History

Pre-Clone Wars

Prior to its most notable use in the Invasion of Naboo, the AAT-1 was deployed by the Trade Federation to several Outer Rim worlds, engaging them in battles against each other, to prove that they had both battle-scars and battle-readiness. When the Invasion of Naboo had started, the AATs had already engaged in fierce combat against armies of pirates, proving that the tank was ready for war. Trade Federation strategy dictated that two AATs escort an MTT.

Clone Wars

Shortly before the outbreak of the Clone Wars, the Trade Federation joined the Confederacy of Independent Systems, and hence AATs were assimilated into the rapidly growing Confederate armies. During the assimilation process, they were all repainted with the CIS standard blue and gray paint scheme and fitted with heavier double laser cannons on the flanking turrets. They would see action during the first battle of the war, and would be used extensively during the Dark Reaper Crisis, as well as the Battle of Muunilinst.

On the planet Christophsis, AATs were used under the command of General Whorm Loathsom and many of the tanks were destroyed during the battle by the Republic's AV-7 Cannon.

The Heavy Artillery Gun, also used during the war, had a design similar to that of the AAT.

During the war, they showed vulnerability to PLX-1 portable missile launcher fire, with a single missile from this capable of destroying it if aimed at the correct location. Advanced Recon Commandos also displayed capability of jumping inside the tank and blasting it apart from the inside. Also, they seemed inferior to the Republic TX-130 Saber-class fighter tank.

During the Second Battle of Geonosis, many AATs were deployed for use by the Geonosian Rebels against the Republic Forces. Later, after his defeat, Archduke Poggle the Lesser used a damaged AAT to transport supplies to the Progate Temple.

The AAT-1 also saw action during the Battle of Coruscant alongside Octuptarra combat tri-droids, and on a multitude of other worlds, including Muunilinst, Felucia, Aargonar, Maridun, and Murkhana.

Aftermath

However, following the Imperialization of the Trade Federation by the Galactic Empire, stormtroopers would sometimes utilize AATs during a few battles in the Galactic Civil War (possibly including the Battle of Tatooine).

One AAT was refurbished and made serviceable during the Galactic Civil War by a former Imperial slave Wookiee named Quagga. It then saw service during Jabba Desilijic Tiure's gladiatorial game.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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By a Pilot & Gunner roll a separate initiative for both.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

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The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters.

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The AAT ignores difficult terrain and can pass through occupied hostile spaces.

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The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The pilot of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher.

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Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

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Ranged weapon (range 100/400 ft.). Launches a barrage of rockets at a target. The target and any creature within 10 feet must succeed on a Dexterity saving throw or take 6d6 kinetic damage on a failed save and half as much on a successful one.

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The Gunner can make two attacks using the medium repeating blasters.

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Ranged Weapon Attack +10, Range 120/240 ft., One target. Hit : 28 (4d10+6) energy damage

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The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one (Recharge 5-6).

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\"No job is over this little guy's head.\"

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

The R2-series astromech droid was a model of astromech droid produced by Industrial Automaton, boasting a level of success that was never equaled in Industrial Automaton's long history. A combination of excellent design, high-quality marketing, and good timing made this astromech droid one of the most sought after droids in history, and one of the few vintage astromech series still in active production decades after it was first designed, including the prototype R2-0. The line was so successful, even being given a positive review by Mechtech Illustrated for its versatility, that the Galactic Empire would later take credit for the design. The average cost for an R2 unit was about 4245 Republic Credits.

Functions

Like its forerunners, the R2 astromech was designed to work in and around space vessels as a diagnostic and repair unit. But unlike the clunky R1-series, this rounded, waist-high droid was made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all such droids had been dedicated government models. The droid was equally popular with Galactic Republic fighter jocks as it was with the general public.

When plugged into a T-65 X-wing starfighter, Eta-2 Actis-class interceptor, or similar starfighter, the R2 monitored flight performance, pinpointed and corrected technical problems, and performed power management, optimizing shipboard systems. Its ROM library had reference and repair designs for well over seven hundred starship models to ensure it was able to do its functions in repairwork, with its Intellex IV internal computer scans technical files also co pinpointing potential problems as well as finding data patterns or debug computer codes, allowing it to conduct over 10,000 MPF operations a second. The unit could store up to ten sets of hyperspace vector coordinates in the RAM of its astrogation buffer (thus allowing for even ships with limited navicomputers to make hyperspace jumps and also acting as a backup in the event of navicomputer malfunctions), and many had the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operated flawlessly in the vacuum of interstellar space. R2 units were equipped with a holographic recording mode.

Components

The center of the droids' success could be attributed to its Intellex IV computer, which featured at least 700 different spacecraft configurations and could do over 10000 MPF operations every second. Likewise, its built-in telecom software also allowed it to communicate with computers under the jurisdiction of both the Imperial Navy Transmission and the Corporate Sector Standard communications systems, as well as being given custom communications software. Its sensor package was equally impressive, with a full-spectrum transceiver and electromagnetic, heat, motion, and life form indicators. The droid also had a fully maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles. The line also possessed a retractable jack that allowed the unit to plug directly into Imperial-standard computer ports, thus allowing it a direct hard-wired connection to most computers. It also had a flexible video sensor unit that allowed the R2 unit to examine hard-to-see workspaces via a 360-degree rotational joint, with a maximum reach of .85 meters. Aside from its video sensors, the R2-line also had a wide sensor array for almost any purpose, including a full spectrum transceiver, electrophoto receptors, DERs and heat and motion detectors, all of which are routed to the R2's Intellex IV internal computer that supported sophisticated analysis programs including life-form identification subroutines.

The droid's outer shell concealed an array of tools beneath its streamlined durasteel exterior. Each R2 came equipped from the factory with two manipulator arms (a heavy duty grasper with 25 kilo lifting capacity and 10 kilo grasping measure as well as a fine manipulator with 2 kilo lifting capacity with three 360-degree rotational joints for complete maneuverability and micro-adjustment controls that allowed for better than one micrometer placement accuracy; both manipulators have a .85 meter reach and are fully retractable within the body when not in use[1]), an electric arc welder, circular saw, computer scomp link arm, VicksVisc holographic recorder/projector unit, internal cargo compartment, and a general-use fire extinguisher, all of which came at no extra cost if purchased with the R2 unit. IA, taking a page from Corellian ship-builders, made the droids easy to upgrade and modify. The company offered a variety of after-market packages, but industrious owners also managed to equip R2s with such eclectic items and accessories as underwater propellers, laser pointers, jet thrusters, remote sensor limpets, and inflatable life rafts. This adaptability made the R2 units particularly popular among tech-heads, who often would have running competitions over who could outfit the most eclectic droid.

IA spent a great deal of time in the design of the R2's personality matrix. The droid was obliging, quick witted, and sincere. If the droid was not subjected to periodic memory wipes, it could develop a headstrong, self-reliant disposition. Many owners, however, actually preferred a droid willing to offer candid second opinions. Starfighter pilots tended to develop a strong bond with their astromech droids, often flying all their missions with one particular droid, and strongly objected to the memory wipes their counterparts were given on a regular basis in some units.

At least by the time of the Galactic Civil War, R2 purchases came with a three-year warranty, a user-support hotline, IA quality, various affordable prices, and dealer financing.

R2-D2

\"An extremely well-put-together little droid, Your Highness. Without a doubt, it saved the ship, as well as our lives.\"

- Captain Quarsh Panaka to Queen Amidala

The most notable R2-series astromech droid was R2-D2. He participated in numerous battles during both the Clone Wars and the Galactic Civil War. It was R2 who helped deliver the Death Star plans to the Rebellion, allowing their victory at the Battle of Yavin, and a message from Princess Leia to Obi-Wan Kenobi, which caused Luke Skywalker to leave Tatooine and go on to become a Jedi Knight.

Ever since the droid came to the public's attention shortly after the destruction of the first Death Star, despite having played a major part in many previous events, sales showed their highest increase since the launch of the series. IA resisted the urge to feature R2-D2's heroics in its HoloNet advertisements released after the fall of the Galactic Empire for fear of alienating New Republic leaders.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":3,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Speaks Binary, Understands Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","token":{"flags":{},"name":"R2 Series Astromech Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"5am8JWw4akuPRa7w","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWY2NjUzMDZmNzI1","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"ZWRkYjU2NjgyOTA3","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NjUzODg0YWZjYmJh","name":"Rocket Boost (1/day)","type":"feat","data":{"description":{"value":"

The astromech droid leaps up to 40 feet in any direction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NTQ4ZWUyZGZkYWZk","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: light, mending, minor hologram, on/off 1st Level: decryption program, oil slick, repair droid, smoke cloud, target lock 2nd Level: lock, release.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NGEzZGNmOTU0OTg1","name":"Shockprod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/189_-_R2_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"t0N0xgvDSaP1MSHS","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"E3t4oQEGTjuwMvyt","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.q15Watfzi4E5yzUm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp","effects":[]},{"_id":"6vieLGdR8BSqN9bk","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"fOxY7RjHhhaVqwyF","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"yHWvAF5UwZQV9hCU","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"gc2qVAZ3dfJSNuGs","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"eiK4NvMHjfw4sIlh","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"riXDB2AkVGmwNLaN","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"INcAw0gfUqQNjRZE","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"PnEgryUfJf3JYlry","name":"Lock","type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

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Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

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Kaadu were large, flightless reptavians that inhabited the swamps of the planets Naboo and Obredaan as well as the moon of Rori. Gungans frequently used them as mounts.

DesignationNon-sentient
ClassificationReptavian
Average height2,24 meters
Average wingspan1 meter
Skin color
  • Yellow
  • Orange
Eye ColorBlack
Distinctions

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

The kaadu was a two-legged reptavian at home both on land and in the water: they were excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They were very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu came in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.

Kaadu had sharp hearing and a keen sense of smell. They lacked upper incisors, and as such were unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.

They could be found in huge herds, with the total record documented as 3.4 million animals. They often had close familial ties. Kaadu females laid their eggs on land, often in fields. Because predators such as the peko-peko ate kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.

Kaadu were known to be fearless, and many were domesticated by Gungan warriors as steeds during times of conflict, or as patrol animals to police the Gungan cities. Kaadu were highly loyal to their owners; it was said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge titavian feathers. Officers of the Gungan Grand Army rode into battle against the Trade Federation upon their kaadu mounts.

They were also encountered by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi during their task of finding two missing Jedi Master's in the swamps of Obredaan.

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The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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\"That's not a star cruiser. That's a horse. Horses don't fly.\"

- Cindel Towani

Horses were large, solid-hoofed domesticated mammals with a flowing tail and mane. In some parts of the galaxy, they were used as draft animals, as beasts of burden, or for riding. While \"horse\" was the vernacular name for the species used in Galactic Basic Standard, the technical term used by scientists was equus.


DesignationNon-sentient
Skin color

Varied

Distinctions
  • 4 limbs
  • hooves
  • flowing mane
Homeworld
  • Dathomir
  • Endor

Biology and appearance

The species equus, commonly referred to as \"horse\" in Galactic Basic Standard and \"pulga\" in Ewokese, was a non-sentient type of quadrupedal mammal that lived on many planets of the galaxy and was divided into many breeds of different sizes and morphologies. Large black breeds lived on Dathomir, while smaller breeds called \"ponies\"—known as \"gaupas\" in Ewokese—dwelled in the forests of Endor. The size of an Endorian pony was comparable to that of a young Coruscanti armored rat.

Horses were ungulates, using the hooved tip of their toes to move around. Their long, flexible legs allowed them to run really fast, but they were incapable of flying. Their bodies were covered in hair, and a mane of even longer, thicker hair grew about their necks and heads. A horse's head featured a long muzzle consisting of the lips and nose. The eyes of a horse were on the sides of its skull, and its ears protruded from the top of the head. They came in two sexes, with the males being called \"stallions.\"

Many other species that resembled horses were often referred to as \"equine\" or \"equinoid,\" whether related to horses or not. Such beings included the sentient Nazzar, Svivreni, and Thakwaash. Some believed the Half-Bothans were temperamental or volatile because of their \"equine blood.\"

Behavior and intelligence

Horses could be domesticated so that people could ride them, or to carry and pull loads. For that reason, itinerant portrait photographers were known to bring ponies with them. The taming of a wild horse, however, was reputed to be a difficult and perilous task. The ponies raised by the Ewoks were reputed to be swift, brave and tough.

History

When Cindel Towani was befriended by Wicket after her family crashed on Endor, he showed her an Ewok-made pulga statue, which she identified as a horse, as he misunderstood her request for a star cruiser for a pulga due to sharing the same word. Apparently, at least one world visited by the Towani family in the Galactic Empire had horses.

The Ewoks mainly used small gaupas to ride, but also used large pulgas for heavier loads. In the quest to rescue the Towani parents, most of the Ewoks involved rode gaupas, while Cindel and Wicket traveled in a children-carrying basket aboard a full-sized pulga.

The Force-sensitive witches of Dathomir possessed beautiful black horses, which they sometimes rode instead of Dathomiri rancors. Some of the witches, notably Charal, possessed rings of mysterious origin with strange Force \"magic\" properties that allowed the witches to change the physical shapes of both themselves and their steeds.

Charal apparently brought her Dathomiri steed with her to the forest moon. To lure Cindel into a trap, she changed her own shape into a beautiful lady, and her horse into a white steed. Apparently, white horses were considered symbolic of purity and nobility in the Galactic Empire.

The Sanyassan Marauders under King Terak also used large horses as mounts. It is possible they brought these steeds with them to the forest moon, as Charal brought her own horse. The Marauders crashed on Endor almost 100 years before the Battle of Yavin, and the horses and ponies used by the Ewoks may well have been descended from Marauder-introduced stock.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points.

The

padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/321_-_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"upbLgtP0Msfpo7xl","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zTJtTYFrG6nwvpJH","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Kq06q14P8LsJ2xuW","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xXPox0rq1Dee1fz5","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1yBWdJbrVA7N3SmE","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dGXfqi9pOAW3Fpnu","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"VJ6Tj8nV6MaqKEaJ","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R7jI7UCwVkGaQYt2","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WuFvi2pI3DPM9aAA","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EFpJo4uiYmhWLi74","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"63085srzE0MpX4pg","name":"Maalraas","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":"natural armor"},"hp":{"value":33,"min":0,"max":33,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":33,"min":0,"max":33},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

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The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

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The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The maalraas can make a bite attack and a claw attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small ysalamiri. The swarm can't regain hit points or gain temporary hit points.

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The swarm creates a 1080 foot radius bubble that neutralizes the presence of the force, or a 80 foot radius bubble if the swarm has half its hit points or fewer.

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

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The trooper can use Disengage as a bonus action.

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As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

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The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The troopers weapon attacks are enhanced.

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The trooper can take the Hide action as a bonus action.

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If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The trooper makes two melee attacks or four ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MDUzYjE4NDdhZmIz","name":"Explosives Expert","type":"feat","data":{"description":{"value":"

As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZDI0MzEyM2NkM2Fk","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NDcwNzI2N2UwZTMz","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NjNhMjhlMjI1ZDg4","name":" Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The artiste fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"Y2NlYmEwYjlmNWY1","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The artiste deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MGFhMGU5ZmZkNGYy","name":"Moderately Armored","type":"feat","data":{"description":{"value":"

While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"Njg0NDYyMDdkMjgz","name":"Tactical Technology","type":"feat","data":{"description":{"value":"

When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTE2NjIwZTc0MTZi","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MTA1NjQyMmJkYTQ0","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"MzViZTAyNWJiYmU1","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"NWZlYzY2OTAwM2E4","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZWM2MzI2M2U3Y2Q0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGU4YjJmMWFkZjVk","name":"Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"M2U0NGMxMTY5Njk5","name":"Offhand Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OWZiYzEzMzAwMTFk","name":"Fragmentation Grenade (6/Day)","type":"feat","data":{"description":{"value":"

.

The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTJkNzFiNDNhYTUx","name":"Paint Grenade (4/Day)","type":"feat","data":{"description":{"value":"

.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ODg1NTQxNjFmZWFm","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"OTgwNDZhMzZiOGE2","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"ZGRhN2M3N2RiOTdk","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","effects":[]},{"_id":"J2fGiCMoFrI3pWYe","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"qx0wbVfvM4pvUtI7","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"rY4nENJsidz4wBTh","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"V0KhjaBjTmv2IB6F","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"igrEtQ3KwRKLpKLw","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"iBZRGt4ktbQjWWEw","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"Dml12xHYghhI3LVK","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"XgPBOa9UiPBhQIL6","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"WyKsLbd8a41t4xSF","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"wrMxrldUvfkjpwDt","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"tCBC0TkSYMjpdPlX","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"Ch9vWsaFs12UYL3X","name":"Detect Traps","type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i60B1Lyu97U0VNCI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp","effects":[]},{"_id":"jlv2MERPCe6c3PQt","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"fR2nqsWrbvn7OPXe","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"lME79R9T648SipiO","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"BFOKkDxAuou8yWZZ","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"bVS77MXwzVWiaVYc","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"CVSJ6LebBB7te9ci","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"BaZWIIHu6FJD5Crm","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"92gBOOxPcgEHPMHI","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"OJqKIM7OJmKgYQ0f","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"9cJBhtsi6ztwUFSp","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"QhJ1YkhqPKEN13ch","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6oJ07fhBJLXJ7zv1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp","effects":[]},{"_id":"7i8BFu4KahyyANly","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"qcd029nu1AvRePfC","name":"Sensor Probe","type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P8cWLNsHqe3OVGO7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp","effects":[]}],"effects":[]} +{"_id":"6NmYXuJu3gqBOobs","name":"Sith Blade Dancer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":12,"prof":6,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":10,"prof":6,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":1,"min":3,"mod":4,"save":10,"prof":6,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"18 with knight speed"},"hp":{"value":221,"min":0,"max":221,"temp":0,"tempmax":0,"formula":"26d8+120"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":48,"min":0,"max":48,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":221,"min":0,"max":221},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"NzQ0NThkN2ZjYTdh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick,

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"ODdhNzA1ZGU4NmZh","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"YzY2ODc5MThkYzFl","name":"Second Heart (1/day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"N2RlYTdhZDZjN2My","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"ZDEyYThjNTlhNDM3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmUyYzVhYjI2ZmNh","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"NzBiYzg0MjhkZjEy","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"img":"systems/dnd5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"MjhjNzkxMDllMjkz","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MzhlZWI4YjUzYmNi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MDM1ODJiM2RjMzBl","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","effects":[]},{"_id":"MucWkD6zjrByTrNO","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"BeLNgKhPSzEVEfzH","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"eUszmjJtC1Ga02Kh","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5cEWmc4Y1XWPkdSq","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aypqzNtmQIZ0govt","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6y7nFZDDCOhI4KGy","name":"Locate Creature","type":"power","data":{"description":{"value":"

Prerequisite: Locate Object

\n

Describe or name a creature familiar to you. You sense the direction to the creature’s location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The power can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the power doesn’t work. This power can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bsTG22DqTxo7WQta"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mb6HRZIURjyrY1pM","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1OQ3brNpqlFiOzXl","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"TlzqmhLrzHImllfP","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gkcB9xzqGFOma2MZ","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"Vtfrye0TIc1Dpl2m","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"uH2RVMKKVgPnj6G0","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"qTt04jR5DmUyBaDh","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R4AlhmYDSo4mYtwg","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"UpVgwya0u7HTmi1T","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TmHvD6vjoYSOHTAe","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lI2QVXu1lUQdk2TJ","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UOchFXPtGCLqX07L","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"W2Jc2WybTc2nCZIj","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"pFs93AuOtig7Kb7M","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"1XzTusFcn5UAljuQ","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ftApu9513eoPNSU4","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"SaBKGROaoYXueLND","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"construct","subtype":"","swarm":"","custom":""},"environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","petrified","restrained","stunned","prone","blinded","charmed"],"custom":"Incapacitated, Disease"},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","token":{"flags":{},"name":"AT-ST","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6RPcEZqbFBWSVDh1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzczNDYyZmQzOGU0","name":"Towering","type":"feat","data":{"description":{"value":"

Creatures of Medium size or smaller can stand in the AT-ST's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"NTNlMjUzOWY0ZWZk","name":"Piloted","type":"feat","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"NmY4MDM5ZTMzNGZm","name":"Circuitry","type":"feat","data":{"description":{"value":"

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"YmI2N2EyMjc2OTBk","name":"Vulnerable Interior","type":"feat","data":{"description":{"value":"

The AT-ST's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"MTk0MmE2ZmFiZDA4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzY3M2UwNWUzMWQ5","name":"Medium Repeating Blasters","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":12,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"ODZjMDI2NzZkNjlh","name":"Stomp","type":"feat","data":{"description":{"value":"

.

All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/147_-_AT-ST/avatar.webp","effects":[]},{"_id":"MzU5OTUzMGZkMGFk","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

.

Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone scout troopers, also known as clone scouts, were specialized clone troopers that served in the Grand Army of the Galactic Republic during the Clone Wars. Trained for reconnaissance and warfare over difficult terrain, a battalion of scout troopers deployed to the planet Kashyyyk during the final days of the conflict, and fought alongside the native Wookiees against the droid armies of the Confederacy of Independent Systems.

History

Clone Wars

Clone scout troopers were a variant of the Galactic Republic's clone trooper, trained in reconnaissance and warfare over difficult terrain. Before larger troop actions, small groups of the scouts were deployed to survey territory, and, because of their survival skills, they were suited for fighting in wilderness conditions.

During the final year of the Clone Wars, the 41st Scout Battalion—led by Jedi Generals Yoda and Luminara Unduli, as well as Clone Commander CC-1004 \"Gree\"—was deployed to the planet Kashyyyk to aid the Wookiees in their fight against the Separatist Droid Army. As Confederate forces stormed the beach, scout troopers were tasked with defending Kachirho, the capital of Kashyyyk. Using barricades and trenches as cover, the scout troopers and Wookiees engaged the battle droids in a brutal confrontation. A number of scout troopers acted as sharpshooters along Tree Kachirho whilst many more lined the top of the seawall. During the battle, Commander Gree received Order 66 from Supreme Chancellor Sheev Palpatine and proceeded to carry out the order. He approached Grand Master Yoda and the Wookiee generals, atop a high command post overlooking the battle, and prepared to fire on his commanding officer. However, the Jedi felt a great disturbance in the Force, as Order 66 was carried out across the the galaxy, and beheaded Gree and another clone before they could execute him.

Legacy

After the Galactic Empire was established, the Grand Army of the Republic transitioned into the Imperial Army and Stormtrooper Corps. Like the Republic, the Empire made use of its own scout troopers, who saw action throughout the Imperial Era.

Equipment

Clone scout troopers were equipped with camouflaged Phase II ARF armor and were trained for reconnaissance. Scout troopers also possessed survival gear and had macrobinoculars built into their helmet.

For general information about troopers, see Trooper

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok hunter has advantage on attacks againts creatures that it has surprised.

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The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Hunter makes two attacks.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Lando Calrissian

Landonis Balthazar Calrissian, simply known as \"Lando,\" was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City and, later, a general in the Rebel Alliance. Born on Socorro, he was the owner of the Millennium Falcon before losing it to Han Solo in a game of sabacc on Numidian Prime. After losing the Falcon, Calrissian put an end to his days as a smuggler and became an entrepreneur, setting up a small mining operation on the planet Lothal before eventually becoming the leader of Cloud City in the skies of the planet Bespin.

During the Galactic Civil War, Darth Vader arrived on Cloud City in order to lay a trap for his son, Luke Skywalker. As part of the trap, the Dark Lord of the Sith forced Calrissian into tricking a group of Rebels, including Solo and Princess Leia Organa, leading them to Vader himself. Though Vader promised to leave Cloud City without an Imperial presence, Calrissian felt the deal had been altered to the point where he could no longer tolerate it. Calrissian alerted his citizens to the Galactic Empire's presence and impending occupation, and he ordered an evacuation. He helped the Rebels try to rescue Solo, who had been frozen in carbonite, from Boba Fett, but the bounty hunter escaped.

Calrissian joined the Rebel Alliance and set out to find Solo. After locating him in the palace of Jabba the Hutt on Tatooine, Calrissian aided in his rescue. The Rebels returned to the fleet and Calrissian became a general, volunteering to lead the assault on the DS-2 Death Star during the Battle of Endor. During the battle, he piloted the Millennium Falcon into the battle station's core, firing the shot which destroyed it.

In years of peace after of the Empire's dissolution, Calrissian started a family and fathered a daughter. However, while she was only an infant, his daughter was kidnapped by the First Order. Six years later, he embarked on a quest to the desert planet of Pasaana with Luke Skywalker to find answers about the growing darkness in the Force, but failed to uncover anything. Seeking to bury the pain of those memories, Calrissian settled on Pasaana and led a solitary lifestyle where he was known as the \"Hermit\" to the native Aki-Aki. He lived alone for some years while keeping contact with the Solo family and was later asked by Organa's Resistance for his aid in the war against the First Order.

In 35 ABY, Lando helped the Resistance and reunited with his old friend, Chewbacca. Calrissian played one more role in the fight for galactic freedom as he brought an assembled galaxy fleet to reinforce the Resistance at the battle at Exegol, from which the Resistance emerged victorious.

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When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene\u0000ts:

After analyzing a hostile creature, the Baron can use its Intelligence modi\u0000er instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

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On each of its turns, the Baron can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

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Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e\u0000ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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When the Baron fails a saving throw, he can choose to succeed instead.

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The Baron can take a second reaction each round. It can only take one reaction per turn.

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The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

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When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

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If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

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The Baron makes three weapon attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 14 (2d8+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","effects":[]},{"_id":"NmUyZTIzNmZlNDhk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODYwZDkwN2YwYzRi","name":"Wrist Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","effects":[]},{"_id":"YTdiMjJlNTczMWI2","name":"Shield Bash","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"NzYzM2UyNGNmZTc4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"ZDFiOTc4YTUwYjk4","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"M2I4ZGRjOWQyNDE4","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"OGYzZDYyYjZhMDcy","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"ZmQ2ZjdhNTQ1MjY2","name":"Dark Lightning","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"8swzEmd7FbiOAM5b","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"RUFrbHvMaa7hlYKI","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X3x2WFqOi6LhCBpu","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"rsfe6SuC67x7f5OD","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"Vrzs3Csa5bMBUvVX","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"YvlPA4g5siUHCiWZ","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"U9CNJOzCOPB7AVU7","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WBPvWT5Wi7SNAgYK","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"ngwDg6Y4hhsV58RK","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"iGfTEW41sozTa3JT","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"ZCJtQ8I1gVuv2dpl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ViToiAhGigFrMS36","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"79KIZMhnhxzLesuw","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"h3fAu2O7IOVY3UTG","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kD1d9yO1tac5NsJm","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BUp8wYTgHSH01UkE","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aOIP6z1qy7MZXXVN","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YzhmMGI5ZmM2YzYx","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"Bx43gpoVxKQjzdDE","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

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A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) energy damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small mynock. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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DesignationNon-sentient
ClassificationSpider
Skin color
  • Grey
  • Red
  • Green
  • Blue
Eye color
  • Yellow
  • Blue
  • Red
Distinctions
  • Intelligent pack-hunting behavior
  • Tracking skill
  • Thick immobilizing web strands
  • Poisonous mandibles
HomeworldKashyyyk
HabitatJungles and caves
DietCarnivore

Wyyyschokk were a species of spider that lived on the planet Kashyyyk. Both highly intelligent and extremely hostile, they could ensnare prey by casting webbing at them from a distance, and would often wait to ambush their prey by attacking them from above or below. A notable subspecies was the Albino Wyyyschokk.

Biology and appearance

Wyyyschokk were a large species of spider native to the planet Kashyyyk. Wyyyschokk were highly intelligent and hostile to most sentient lifeforms. They were capable of launching a web-like enzyme from their mandibles.

An adult wyyyschokk was capable of laying up to 1,000 eggs per year. To protect their young from predators, they crafted extremely durable egg sacs out webbing, saliva, and a unique secretion from lymphatic nodes under each leg. Once an egg hatched, it could take the young wyyyschokk up to five days to eat their way out of the sac, leaving them ravenous and ready to attack anything on sight.

Behavior

Wyyyschokk were known to attack by casting a web-like enzyme at their target, and would often attempt to ambush prey by dropping from the forest canopy or hiding underground.

The species was so prevalent on Kashyyyk that at least 15% of the planet's forests were estimated to be covered in their webs. Due to this, young Wookiees were taught to defend against the creatures at ages as early as three years old.

History

In 14 BBY, Cal Kestis encountered and was attacked by several wyyyschokk (including one Albino) while exploring Kashyyyk.

A blue wyyyschokk followed the Imperial stormtrooper Wayson Dower after his platoon was decimated by Wookiees. After he regrouped with two other troopers—Milo Strander and Sterns Yennich—the spider continued to track the trio as they made their way back to their drop zone. Yennich, unaware of the danger, stepped into a clearing lacking adequate protection from below, and was attacked by the spider. After slicing through the trooper's leg armor with one of its legs, causing a large amount of blood to flow, the wyyyschokk bit through the bark Yennich was standing on, piercing his chest. Curling into a ball due to the venom, he offered no resistance to the spider, which pulled him down for consumption.

About 2 BBY, Sith Lord Darth Vader sent his secret apprentice, Starkiller, to raise an army to oppose the Galactic Emperor. In order to gain the help of Bail Organa of Alderaan, he journeyed to Kashyyyk to retrieve the senator's daughter, Leia Organa. Making his way toward the Imperial skyhook anchor facility where she was being held, Marek encountered several giant weavers lying in wait for him. He barely survived the ambush and thereafter traveled through the upper levels of the jungle canopy.

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The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"NTYxOTllMjE3ODY4","name":"Web Walker","type":"feat","data":{"description":{"value":"

The wyyyschokk ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"ODFkNTc2Nzg3MTA1","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

The target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]},{"_id":"N2Y5OTMxZDczOWVj","name":"Web (Recharge 5-6)","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["0",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/140_-_Wyyyschokk/avatar.webp","effects":[]}],"effects":[]} +{"_id":"90lWGJxvb3YCoO7Q","name":"B1 Series, Squad","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d12-20"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad is immune to any power or effect that would alter its form.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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The squad fires en masse at a point within 150 feetEach creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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.

On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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.

Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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.

Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"OTc4ZmJjMjVlNDk3","name":"Bioluminescent","type":"feat","data":{"description":{"value":"

The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"YWNmOTAxN2M1Yzk3","name":"Mud Camouflage","type":"feat","data":{"description":{"value":"

The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"YTBiZTU4ZTRiMzU3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","effects":[]},{"_id":"MmYwMDZlY2JjYWMy","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"MzYzMjAzMjFlZWQ0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"ODY3M2U2ZTJkNGJj","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"ZDZkM2ZjMTE0MTg1","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"YjEwMzJmYzhhNWE0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The inquisitor makes three spinning doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODc1NjBlYmUzN2Rm","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"YzM4YTI5MjI5MGYy","name":"Dark Lightning","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","effects":[]},{"_id":"m0wW7sN0bIGKoqCr","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"6rhRcZb2ZAHaoLvP","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qD7yFh2DItRxp2ax","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ix3Nsxhr45O5Do3U","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ucU1sKT8HB37Th3A","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"4CKyeOOOFth2KozW","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"XggpTnPQBgI827Eg","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2Mui3nVr3bNWNCMt","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"2bEZYq2eKeti6sL8","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"BcIQAxQ64ENYxycO","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"hiErhW1jixclcfbP","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"rdCPRwT15qyLcNqF","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"WKejhNliU2zaO6J8","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MaxoSlpMzPO4v9fx","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

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Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jaPq6CPSlnCUyzm1","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Neutral Balanced","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Energy And Kinetic Damage From Unenhanced Sources"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","token":{"flags":{},"name":"T'landa Til","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9RSXTks8f5lGNphB","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWIxZmQwMjY0Mjg5","name":"Trampling Charge","type":"feat","data":{"description":{"value":"

If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","effects":[]},{"_id":"OThiNGZlMDg4ODIy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The T'landa Til makes 3 attacks one gore attack and two stomp attacks

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","effects":[]},{"_id":"MTQzMzUzZmFkMjAx","name":"Stomp","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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.

The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NDBkMzRmNzI4YWUx","name":"Swift Responder","type":"feat","data":{"description":{"value":"

The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ODYyYjZjZTRkMTMz","name":"Ranger's Quarry (3/day)","type":"feat","data":{"description":{"value":"

Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NzU1YjY2YTZhY2Qx","name":"Accomplished Ambusher","type":"feat","data":{"description":{"value":"

When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZTVkZjc4NjUyMGMy","name":"Mark of the Stalker","type":"feat","data":{"description":{"value":"

When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NTk4ZDk4NWRjMTJm","name":"Concealment","type":"feat","data":{"description":{"value":"

While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZDFlNjQ3OTk4Yjk0","name":"Hidden Crippler (3/day)","type":"feat","data":{"description":{"value":"

When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NmI3ZGFmMGFkMWNm","name":"Techcasting","type":"feat","data":{"description":{"value":"

The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"Mjc0MGEwYzUyYTdm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MmQyNWQzYzhjNmE4","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"],["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"ZTY5MzBjNWE4YzAw","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"NTY0MGUxY2I2YzMz","name":"Disruptor Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"MWQ4ZDIwYjM4NTNi","name":"Carbonite Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","effects":[]},{"_id":"nSHUW3N15TtvPuFX","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Q7SHMVpzNbtU13xA","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"oZYfzRWxh3VKdg8k","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"qzBJPCgonM5roZo1","name":"Vortex Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jWQweA9GtEI825aa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp","effects":[]},{"_id":"Op0OmzqstozppSel","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"geywERL4SpoNyAZw","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"R4PzUV96OE89TAnZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"7Thx2oExBaxqrLWu","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"Mizx3JdpsxV2y63r","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"hcOVp4pf8FX9ZWvS","name":"Greater Hologram","type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.j9etZuLOpJpFO1Hx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp","effects":[]}],"effects":[]} +{"_id":"9Ss7PIjerzihILrg","name":"Jubba Bird","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":5,"min":0,"max":5,"temp":0,"tempmax":0,"formula":"2d4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":5,"min":0,"max":5},"bar2":{"value":13,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"powerForceLevel":1,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Understands Galactic Basic But Can't Speak, Telepathy 60 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","token":{"flags":{},"name":"Jubba Bird","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"9Ss7PIjerzihILrg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MGJiMzBiMDg0YzRh","name":"Advanced Telepathy","type":"feat","data":{"description":{"value":"

The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","effects":[]},{"_id":"MDlhZjlkN2U3Yzlk","name":"Force Sensitive","type":"feat","data":{"description":{"value":"

The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/078_-_Jubba_Bird/avatar.webp","effects":[]},{"_id":"NGZlNDI3MGM5ZjRl","name":"Talons","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NmE3ODBjZjljNzZm","name":"Combat Caster","type":"feat","data":{"description":{"value":"

When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"NjIwYTgyZmIyMTM2","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"M2RkNzgzZjQ5MWM3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"YWI4Y2U3MDIzYzE5","name":"Force Shield","type":"feat","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"MWQyMjNmMjhlN2Yw","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"YThmMjYxZjMwYzdh","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master can make one shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"MTJmZDRhYzQxZTI5","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"ZmU5NjQwMGQ2ODgz","name":"Preserve Life (Costs 2 Actions) ","type":"feat","data":{"description":{"value":"

.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","effects":[]},{"_id":"iZ19KsaiycXxWJTs","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6hy9dqmLGOU1rpSw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"w6i0rholWopGhi8Q","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JV8cZi42R2di5fmK","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Q4bulwUQNSr1FEis","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"5dAMWXmlXjrV7KEV","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"kAtxA2sbeSDWp7vt","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bpN75imA1C36hfjL","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"n7Y2lUZ6HPdJkFCE","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fISdqYYiUBJE8tnV","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"tMJDH455L2LvkK6k","name":"Danger Sense","type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WBNy29tnkclypOVZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vUZ8GSxjGtAvjZ0h","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4Mwi9QuT3mlw2qTn","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QCPn8FRFuw7oJNg6","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"zWhhzy0QkyLmXOqb","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"tWjhx9QOySA8lp6A","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L86Sk8wJ98kSFL8b","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"x6tGt5pYalLOKJsc","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NEEUc2LenrhVdP7Q","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"o8icugRQlWdOOECi","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"3VkAoeXrfZg5BZs1","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Abaa83qnJtjkor69","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mSAerg4db0JrWsku","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"kaM2DQeN4sKFgo3q","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qHEvh1NmomRtO6K0","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"j8mQHfEsK1cDvPRS","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kNn6rJ39uQVjjtmt","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8jDOY3MBkIjlydoT","name":"Skill Empowerment","type":"power","data":{"description":{"value":"

Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5tAwilkRcZsTc62q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FyMOritZeS4AhayM","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XcHTcTvNRiKpQZu5","name":"Greater Heal","type":"power","data":{"description":{"value":"

Prerequisite: Improved Heal

\n

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the healing increases by 10 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.K0AsOF4VRvKvftYD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Heal.webp","effects":[]},{"_id":"r120pJ7G8GW1XnuF","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KHfHQNA74eifGQzl","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XIay7CMLnXNoCKO1","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QktMb1Oump3Qjkl9","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"190pTiRNp7Xeg3Ho","name":"Force Mend","type":"power","data":{"description":{"value":"

You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

\n

If the creature has a severed part you hold it to the stump, the power instantaneously causes the limb to knit to the stump.

\n

This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8 + 15","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u91uDdCIN7FvEBzx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4O4vhtrPB7FEiTx8","name":"Improved Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Revitalize

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 1 hour. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds and restores any missing body parts.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gpUbIaRtv1y7qinF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GNIN9omKLVqrTo9Q","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"w0hocenEPw04yVgT","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"URdUz4T1M9xw6XYe","name":"Force Link","type":"power","data":{"description":{"value":"

Prerequisite: Force Meld

\n

You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MEcTbI8Y4xotnJwl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"i7rOcKkarO600acI","name":"Mind Blank","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trap

\n

Until the power ends, one willing creature you touch is immune to psychic and sonic damage, any effect that would sense its emotions or read its thoughts, and the charmed condition. The power foils powers or effects of similar power used to affect the target’s mind or to gain information about the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uJrlI81nVVpRgYHP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DrRmhPzJOvfkQzQh","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZDDZcue0gd1YK1QS","name":"Master Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Improved Battle Meditation

\n

You exude an aura out to 30 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"cha","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wYU8UqUwJVpOQpRK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Battle%20Meditation.webp","effects":[]},{"_id":"mIgQC2j4xoQP1Ugc","name":"Master Heal","type":"power","data":{"description":{"value":"

Prerequisite: Greater Heal

\n

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.l2O0YEzxgHek0gpL"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Heal.webp","effects":[]},{"_id":"BuD2xr6TtAPnNK2E","name":"Precognition","type":"power","data":{"description":{"value":"

Prerequisite: Danger Sense

\n

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HqxcYlFOZJZ91a98"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dkUiY7m0TsvbSuy4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Joben T-85 Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MTg2NzlkMmFjZjY4","name":"The Way of the Sarlaac (1/day)","type":"feat","data":{"description":{"value":"

The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"Yzc5NDY0ZTJkNGIx","name":"Unpredictable Motion","type":"feat","data":{"description":{"value":"

Opportunity attacks against the aquatic Jedi master have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"NzcxYzQwMjBlMTBm","name":"Force Empowered Strikes","type":"feat","data":{"description":{"value":"

The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"ZGQ3MWJmZTgyOWFj","name":"Ideal of the Agile","type":"feat","data":{"description":{"value":"

The aquatic Jedi can jump 40 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MWQ5MjA2NjQ2ZTM3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MmFiYTIxNGJjMTA0","name":"Kinetic Ward","type":"feat","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"OGFkMDgwNDY1MTZj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YjUyY2Y2ZWE3YzIw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"NDY1ZDA2YjhmOWMz","name":"Force Bubble (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"NDU0MGIwZGQ5MGM2","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"ZWE0NTZkZWU3ZGNl","name":"Move","type":"feat","data":{"description":{"value":"

.

The aquatic Jedi master moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"MGZmMTA0M2M1YWI3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","effects":[]},{"_id":"4VKljWeZl3JeePIN","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"MB3QQW5cZA7UIcXT","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"SkJ4WK9muILzKg7I","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"i0gYHXhXUTuwbQrQ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zgRJ6jn1S01VxrpJ","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"dUZlRLWIQEm9PRio","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"tKvJ4FpuMMIPQ3ct","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"68qzMpD23TjIvpDJ","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"61Wmow738QMQGM6z","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jqlfq4k0eZ09AznF","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"5Jg1FOPEkmPyEiVo","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZHaf16mWb7ZK2JqM","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1nJgexyuzC4i7zwc","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DM9boK9wHq67q7t1","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MPxoQFSSCB5OeIdq","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RMH3uXbcfHgI0e4m","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U8HwG8yOVFuxllcz","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"71AWOx7CkqFFmuqb","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JeScoX61B2fzKnbz","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"QEL6QV0aC2Nhnntp","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"MqWQGVbBhypbU17v","name":"Grasping Vine","type":"power","data":{"description":{"value":"

Prerequisite: Plant Surge

\n

You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.

\n

Until the power ends, you can use your bonus action to have the vine lash out again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gtBIhjewL9Ie8Qdx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T2uo8H1SrhP4i2jV","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"wzud1crwppLAvCNd","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"zgl6nRoia3UE3MKS","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V2TzfnwynDQ1F4rS","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"C8AN5LW3YeGGbVGD","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JN6pAxZIO2qxrmSe","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} +{"_id":"AUGkWC33WF1utw6e","name":"Bogwing, Greater","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 13"}},"details":{"biography":{"value":"

\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":2,"ability":"str","bonus":0,"mod":-2,"passive":12,"prof":4,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","token":{"flags":{},"name":"Bogwing, Greater","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"AUGkWC33WF1utw6e","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTVhZmRlZjU1NjQz","name":"Beast of Burden","type":"feat","data":{"description":{"value":"

The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","effects":[]},{"_id":"MTI5MWQ3MzY3ZWVk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The bogwing can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NjE0MDgwNGMzZTcy","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","effects":[]}],"effects":[]} +{"_id":"AaHeq3erl2qQmocs","name":"Vulture-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can climb metal surfaces, including upside down on ceilings, without needing to make an ability check.

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The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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The droid makes two slam attacks.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

\n\t\t\t\t\t

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

\n\t\t\t\t\t

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

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When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The turret makes two burst attacks.

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The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

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The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage.

The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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The vornskr can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage.

If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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.

The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

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.

Sith Cyborg can cast an at-will force power.

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.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"xDG2bZVVusxoQS5a","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

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You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"vUAUw95ZzKkjeYFi","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"xRvUYBcCAAFCYklv","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"otcrneABqvIny5KZ","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"ja5PIQT4YXugz6zA","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"rLDhoZ9KIoPAu01E","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dPzvdtn1hD93adio","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"8uqILNXZUvHRLrdJ","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"6qdX4JG9Bpj2HOe9","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fbiyvijRTE3gym0z","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"wtloWcQBOaPg30sO","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"gbiBQzJ0rD6XkZ6O","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CIIozYDHtyGjKLfA","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"SHSBeESiHv5rIRyk","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"uqSxnPGQtgRZVFSo","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"oql11GoJWqNJG3HH","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"XqEl5YGKzrHBWnwm","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":6,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["fire"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","token":{"flags":{},"name":"Explosives Specialist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Ay2vwmKbG0OXMG3R","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWJiN2RhNDEyMTU4","name":"Techcasting","type":"feat","data":{"description":{"value":"

The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MjFkM2NlYjQ3NTNk","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MzczYWE4Y2YyYWY5","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"YTlhZjY0OTQ2NGJh","name":"Breaching Charge","type":"feat","data":{"description":{"value":"

.

After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"M2YwNmI0YzdhOWQ4","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"MGYxYTQ0YjU3OThh","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"NmJlMDZkMWYzZDM5","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/370_-_Explosives_Specialist/avatar.webp","effects":[]},{"_id":"1ut2WpFwi8WWQCxh","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"gKg4A5LmowAN6Qmm","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"ZM92FAN1w5qgq9gP","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"KvHeKk0Z4NC3IEl8","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"1AHJGIrCvRhPMc8R","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"BfsahgZGdm1iWyp7","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"hp8G4xM0a0NydNpP","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"wfJhz7bs29rw6SPO","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"IEZyMkwiAjZ9KGdq","name":"Release","type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RCV218zYuFFEyWUY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp","effects":[]},{"_id":"JNWydhXgRJEiqR2O","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"pjAJmPjCiofvgUM5","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"iLdLHts3mKokqP8L","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]}],"effects":[]} +{"_id":"B3hsk5VlSliDhsdS","name":"Trooper, Mounted","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":""},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":19,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","token":{"flags":{},"name":"Trooper, Mounted","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"B3hsk5VlSliDhsdS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MGU5OTUwOTAxZDZh","name":"Charge","type":"feat","data":{"description":{"value":"

If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"Y2QwNWVjOWVhZTAw","name":"Locked Saddle","type":"feat","data":{"description":{"value":"

The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"ZjQzNjQwMjI2OTBm","name":"Mounted Warrior","type":"feat","data":{"description":{"value":"

While the trooper is mounted, the mount cannot be charmed or frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"ZjAxMTdhNmRlOTM3","name":"Vibrolance","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"NGRlNzczNDEwODg3","name":"Assault Cannon","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"YmU3ZDFmODY0MGRh","name":"Trample (Mounted Only)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/045_-_Trooper_2C_Mounted/avatar.webp","effects":[]},{"_id":"NWU4ZTk4NjNlMzI1","name":"Flamethrower (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

.

The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/367_-_Mercenary_Captain/avatar.webp","effects":[]},{"_id":"ODFjMTA0YTI5YTIw","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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.

For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make four attacks: two with its claws and two with its gigantic claws.

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

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If the spirit fails a saving throw, it can choose to succeed instead.

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The spirit has advantage on saving throws against tech powers.

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.

The spirirt attacks twice with Force Saber.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

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.

The spirit teleports up to 120 feet into an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"NzM0M2FjNjUyOTNl","name":"Attack","type":"feat","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"MDJmMmJmOGU0ZWI2","name":"Dark Lightning","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"OWE0ZTBmZDhhZjJj","name":"Sow Discord","type":"feat","data":{"description":{"value":"

.

The spirit casts coerce mind or fear.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"Y2Y5YzZmMTIyNGE5","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The spirit uses its teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/264_-_Dark_Lord_Spirit/avatar.webp","effects":[]},{"_id":"i1fwxGQ5r1BiwJjI","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MA4yP50agw6PDg64","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"g3OBMOXZOlYSUawH","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"HbZnMRrHdmoX9lmW","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QdOLnoPYyuAuwroD","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZHP2jKPWbRF2cPzY","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"GGs1p4X4b6zfzcYN","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"tnZEUDHDdtg7bsY0","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VAHEw4RNjDomFSgX","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"yxkzDfJYwhRqt4Rk","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7DibqnPquXPjym0N","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kiXWkMF5x7IzjqZ5","name":"Dominate Monster","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Mind

\n

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the creature is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

Force Potency. When you cast this power with a 9th-level force slot, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Mind Power"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.AnqVVfHnV36f7OnA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Monster.webp","effects":[]},{"_id":"kIwWZj250rQIWr71","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

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Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"CZ3HOHKS70nj4F9c","name":"Armstech Specialist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"heavy combat suit"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":17,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"duros","swarm":"","custom":""},"environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":11,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Durese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","token":{"flags":{},"name":"Armstech Specialist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CZ3HOHKS70nj4F9c","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTU3Y2ZmNDA2NDY4","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NDFjMjY2ZWQzMzEy","name":"Potent Aptitude (3/day)","type":"feat","data":{"description":{"value":"

The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"ZjYwMDNiM2FlOWFl","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The Specialist has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"Y2Q1Y2MyODQ2Nzc1","name":"Close Call (3/day)","type":"feat","data":{"description":{"value":"

When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"MDNiNDRhZTliMTIx","name":"Weapons Tech Enhancements","type":"feat","data":{"description":{"value":"

The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NjU4ZGU0MDY2NTBl","name":"Snap Fire","type":"feat","data":{"description":{"value":"

The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"NmNhZmIwNTVhM2Ix","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+7","energy"],["3d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"ZGM1MTM1NmZjZmM3","name":"Bayonet","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (1d6+7) kinetic damage plus 7 (2d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","kinetic"],["2d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/421_-_Armstech_Specialist/avatar.webp","effects":[]},{"_id":"oOAyAgQJWchx6zB6","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"v2Y5SxxDyKUrZdrN","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"Ua45nJ4iVqgg35xy","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"B3rGtliMbCMYVBcZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"uJiCNkwtlpqGZyCc","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"Gd3C2NeBvNtFOUgE","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"9SwiBdkpvVI1Mg6c","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"Pq19JTsalyFUeNKN","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"d38JErcxOuYo3i8J","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"H3JGx1CR6Iufktmp","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"D02bktqrUKvxGI53","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"VhVdmX8zxWmGZmqX","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"Anoncej2UCyaXl5S","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"h5QZmGYprdz2Oq7r","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"2Z0Eg3hK44WFOn4X","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"8iqtfGA54LLSZIz2","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"z2wNqxW2DU80o6Nv","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"7JcMLXRlA1JPbVf3","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"dBdvpo9UFXUnyPvA","name":"Shutdown","type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

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You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

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A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":["lightning"],"custom":"Ion"},"ci":{"value":["poisoned"],"custom":"Disease"},"languages":{"value":[],"custom":"Binary, Galactic Basic, Gonkian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/197_-_Weaponized_Gonk_Droid/avatar.webp","token":{"flags":{},"name":"Weaponized Gonk Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/197_-_Weaponized_Gonk_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CeXvXoWR4odRN184","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODdhMTYxN2I4Y2Mz","name":"Explosive Destruction","type":"feat","data":{"description":{"value":"

When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/197_-_Weaponized_Gonk_Droid/avatar.webp","effects":[]},{"_id":"MTk4YTRjNDU4NDBi","name":"Kick","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/197_-_Weaponized_Gonk_Droid/avatar.webp","effects":[]},{"_id":"ODM4ZTdiMzg5ZmVl","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/197_-_Weaponized_Gonk_Droid/avatar.webp","effects":[]}],"effects":[]} +{"_id":"CkFFAItnw1bqGMVw","name":"Trooper, Sapper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"light battle armor"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The clone engineers, also known as clone combat engineers, were members of special Combat Engineer Battalions in the Grand Army of the Republic that were well versed in a range of engineering techniques, from repairing vehicles to performing demolitions work.

On Kamino some clones were randomly chosen to become engineers and became attuned to their vehicles and idiosyncrasies. On the battlefield they were assigned to heavy artillery units, such as HAVw A6 Juggernauts and SPHA units for armored ground assault.

Clone engineers were equipped with dispensers that held bacta and ammunition, as well as F-187 fusioncutters that enabled them to repair vehicles, turrets, medical and power droids. They were armed with detonation packs for sabotage and shotguns, or blaster pistols in case they had to engage enemy units.

During the Phase I stage of Clone Troopers, the Grand Army of the Republic utilized repurposed clone pilots to fulfill the role of the engineer, and preformed many of the same tasks with slightly less specialized kits, many keeping their DN Bolt Casters in place of shotguns.

Various Galactic Republic military units were known to include Combat Engineer Battalions, such as the 38th Armored Division or the famed 501st Legion. Engineers played crucial role in the Battle of Thule, where they were deployed into energy farms to take down their enemy's shields, leaving them vulnerable to attack. Clone engineers were also charged with constructing outposts in the name of the Galactic Republic.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":1,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/avatar.webp","token":{"flags":{},"name":"Trooper, Sapper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"CkFFAItnw1bqGMVw","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWE5MGQ1ZmU2Njlh","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Sapper has 7 tech points and

knows the following powers:

At will: ion blast, ionic stike, on/off

1st level: oil slick, overload, energy shield

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/avatar.webp","effects":[]},{"_id":"MGIyMDEyNmM0NzBl","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 5 (1d8+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/avatar.webp","effects":[]},{"_id":"ZTA2ZWYxMDM5MTlk","name":"Stock Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/308_-_Trooper_2C_Sapper/avatar.webp","effects":[]},{"_id":"gqg7nS00mpsFlvyj","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"ITJo5H7nAQEbNpAB","name":"Ionic Strike","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.kWABLhflNvLZbrU3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp","effects":[]},{"_id":"8ht0seyebGJbV2wc","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"LtFxlMSObL0UOE7E","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"IiIHAZsChpr7Y57K","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"UDy2VNkyfwbPMqb2","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]}],"effects":[]} +{"_id":"CoAZedMqv9mXjiLN","name":"AT-PT","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"armor plating"},"hp":{"value":136,"min":0,"max":136,"temp":0,"tempmax":0,"formula":"16d10+48"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":136,"min":0,"max":136},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"—"}},"details":{"biography":{"value":"

The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

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The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

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The Bogan's attacks are enhanced.

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The Bogan does not provoke attacks of opportunity while flying.

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The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

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If the Bogan fails a saving throw, it can choose to succeed instead.

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The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

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.

The Bogan takes the Hide action.

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.

The Bogan teleports to a location it can see within 100 feet of it.

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.

The Bogan casts an innate power.

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.

The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

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Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"W2yKkHSOjCObXYyT","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"8Yi0C22oPdXFxkS6","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"aN4SRrasod13DJA1","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"2a8ZEQoFOvgHQIAO","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fsRCvVHEl19sbyFx","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VYSiKuMvlff40o2","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zdyGXCSH0Cnstz1j","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"hXsqT0q4z1sLd1Tw","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"5uPhQavEj2GfpJcM","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"r7gC4df8pbkqnade","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"h4pi8SfENBnsFGdi","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"CzYmoWxS90m0aDrq","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"eMMjvdhrNWzx9c2Z","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yOtKGEfGZMNOrbWh","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"92VTE8e7QLRys5EK","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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Average Height3 meters
Skin ColorGray
Hair color

Hairless

HomeworldCoruscant

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiation.

It could reach sizes of up to 3 meters and 300 kilograms. The bodies of the rats were often riddled with tumors and calluses.

Its powerful teeth and jaws were capable of inflicting considerable damage to water pipes and other utility lines. The hive rats' only benefit to Coruscanti residents was that they were happy to feed on duracrete worms, a pest. Otherwise, they were despised and looked on with fear. They roamed the underlevels in packs, and homeless residents and fugitives who wandered these levels frequently fell victim to packs of hive rats or other hungry creatures.

The hive rat gave birth to litters of 10 or more pups, for which it constructed nests.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target is grappled (escape DC 15).

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast

the following powers:

At will: coerce mind, sense force

3/day each: fear, force suppression, telekinesis

1/day each: telekinetic wave, force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"ZTY1ZGUzM2UyYTgy","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MDNiMjg0Y2U5ZGQw","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MWM1Mzc4N2MzOTUx","name":"Enhanced Being","type":"feat","data":{"description":{"value":"

Abeloth's weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MzAyNWU1NGZkZWIw","name":"One with the Force","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"YWIxZmQ1ZjNkZGI5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Abeloth makes two tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDhlZWY3ODczODNk","name":"Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +17, Reach 5 ft., One target. Hit : 28 (3d12+9) kinetic damage.

If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+9","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"YzJkOTAzYjM4MTk1","name":"Will","type":"feat","data":{"description":{"value":"

.

Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random:

1. Beguiling Will. The target is stunned until the start of Abeloth's next turn.

2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn.

3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"NDNiZGZjMDUwZTM5","name":"Attack","type":"feat","data":{"description":{"value":"

.

The spirit attacks once with Force Saber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"MDY4MDQ0YWFlNDU0","name":"Draining Lightning","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +17, Range 15 ft., One target. Hit : 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+9","lightning"],["2d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"OWE1NWYwMDUzYTY3","name":"Maddening Will","type":"feat","data":{"description":{"value":"

.

Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","effects":[]},{"_id":"di78O3nooT2sOn7U","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bHpuEGhRPxx6pJc5","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"izy9euFeahRyrege","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"RszayoAiqteoKFoZ","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"YXjoyugUcbFujDs7","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E1t7o1n7i53O3KIu","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5sV8qRwqaswZIeN2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} +{"_id":"D6pDuCcgSiJvJYGJ","name":"Jedi Knight Sage","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":"15 with battle precognition"},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":40,"min":0,"max":40,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 14"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

","public":""},"alignment":"Any Light","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":6,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","token":{"flags":{},"name":"Jedi Knight Sage","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"D6pDuCcgSiJvJYGJ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTI2Mzc4YzNhYWNj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points.

The

sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump

2nd-level: battle meditation, force confusion, phasewalk

3rd-level: force suppression, sever force, telekinetic gust

4th-level: force immunity, freedom of movement

5th-level: improved battle meditation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"NTJlYTVlMmRmZWYy","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"NGYwY2U3NTMwMzg4","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"MWQyNzBmMTg4Y2M0","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/328_-_Jedi_Knight_Sage/avatar.webp","effects":[]},{"_id":"yvFtMcAtnNQVw2pd","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"sAwCAS0mnckLRfWE","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"MXlH1sJN9LdJSWug","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"demoSodfvJI51U1H","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Jbyq4L93Oyv8OR9A","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9V5oGDDRi10d9dF4","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"k44FLUQFotseoSQ4","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GVv9N9VYSNBufBRL","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"feDwVCUkzTPugXi6","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"7e0v2IK9ade0BsF2","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5HCOr0ku6G4LwQvY","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"VxRMoav7lBETSbWp","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NfjsxVBLmvtlqDVo","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"88Kff9cQaQ6hmQMH","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uzuxQVVNvaulH8wi","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"JTGa3xD7tSb3YGgE","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"DA9K5y9SCDJ5IaqO","name":"Legendary Wookie Smuggler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":11,"prof":5,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+60"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":40,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Chewbacca

Chewbacca, known affectionately to his friends as Chewie, was a Wookiee warrior, smuggler, and resistance fighter who fought in the Clone Wars, the Galactic Civil War, and the conflict between the First Order and the Resistance. He hailed from the planet Kashyyyk and became a Wookiee military leader. During the Clone Wars, he was captured by Trandoshan slavers and held captive on Wasskah, but he worked with a fellow captive, Jedi Commander Ahsoka Tano, to escape. He later commanded Wookiee forces during the Battle of Kashyyyk alongside the Grand Army of the Republic, led by Jedi Master Yoda. During the battle, one of the last ones of the war, Yoda's clone troopers received Order 66 from Supreme Chancellor Palpatine and, with the help of Chewbacca and his fellow Wookiee Tarfful, Yoda escaped Kashyyyk and the destruction of the Jedi Order.

In the years that followed, during the rule of the Galactic Empire, Chewbacca was enslaved by the Empire, until he was rescued by Captain Han Solo aboard the Millennium Falcon and became his co-pilot. Together, they assisted Tobias Beckett in a coaxium run. They worked in the employ of crime lord Jabba Desilijic Tiure until Solo was forced to dump a shipment of spice to avoid trouble with the Empire, at which point a bounty was placed on their heads. Soon thereafter, Chewbacca and Solo were hired by Jedi Master Obi-Wan Kenobi to ferry him, Luke Skywalker, C-3PO, and R2-D2 to Alderaan on a mission vital to the survival of the Alliance to Restore the Republic. After finding Alderaan was destroyed, the group was brought aboard the Death Star, where they helped Princess Leia Organa escape from captivity and return to the Rebel base on Yavin 4. Though Chewbacca and Solo initially chose to leave Yavin 4 and not join the Rebellion, they ended up fighting in the Battle of Yavin and were instrumental in Skywalker's destruction of the Death Star, a major victory for the Rebellion.

Throughout the war, Chewbacca and Solo fought the Empire in a number of engagements, including an assault on Cymoon 1 and the battle on Vrogas Vas. Along with Princess Organa and C-3PO, they escaped from Echo Base on the planet Hoth after the Empire tracked the Rebel Alliance there. The group sought refuge with Lando Calrissian, an old friend of Solo's, on Cloud City, but Calrissian betrayed them and turned them over to Darth Vader, the Emperor's chief enforcer, after his city was threatened. Solo was frozen in carbonite and Calrissian helped the others escape, but they were too late to save the frozen Solo from being taken by Boba Fett to Jabba the Hutt. Chewbacca and Calrissian set off to find Solo and located him in Jabba's Palace on Tatooine, where Chewbacca and his friends saved Solo and destroyed Jabba. Shortly thereafter, they fought in the Battle of Endor, where Chewbacca helped destroy the shield generator and allowed the Alliance Fleet to destroy the DS-2 Death Star. The Emperor was killed for the first time aboard the battle station, delivering a crippling blow to the Empire.

After Endor and the rise of the New Republic, Chewbacca and Solo fought to liberate Kashyyyk from the Empire. When the war finally came to a close, Chewbacca returned home to Kashyyyk with his family. After Solo's son Ben, turned to the dark side and destroyed Skywalker's new generation of Jedi, Chewbacca reunited with his old friend and the two spent many years as smugglers once more. They lost the Millennium Falcon and ended up smuggling aboard a ship called the Eravana, but they eventually found the Falcon and, with it, stowaways named Rey, Finn, and the droid BB-8. The droid had part of a map that led to the exiled Luke Skywalker, so the group brought the map to the Resistance that opposed the First Order, which had risen from the ashes of the Galactic Empire. Chewbacca soon fought in the assault to destroy Starkiller Base, a devastating First Order superweapon, a conflict in which Solo lost his life at the hands of his son. After the base was destroyed, Chewbacca joined Rey in traveling to the planet Ahch-To on the Falcon, where they found Luke Skywalker. After Solo's death, Chewbacca often served as the sole pilot of the Falcon, including piloting the ship to aid the Resistance during the Battle of Crait.

Roughly a year after the battle of Crait, Chewbacca was one of the last of the Resistance. Having learned of the mysterious return of the Emperor, Chewbacca and the crew of the Falcon, now including Poe Dameron, traveled to the planets Pasaana and Kijimi to find a clue to how to find where the Emperor was hiding, being reunited with his friend Calrissian in the process. The quest nearly ended in Chewie's death, as Rey, having been revealed to be the Emperor's granddaughter through his son, lashed out with dark power during a fight with Kylo Ren and destroyed a First Order transport that she had thought Chewie had been loaded onto, seemingly killing him.

However, Chewie survived and was rescued by the Resistance as they continued the quest. Rey eventually found Exegol during a failed self-exile attempt to protect the galaxy from her becoming a Sith, and led the charge during the battle that ensued later on. Rey ultimately killed her malevolent grandfather with the help of the returned Ben Solo in the climax of the battle, while the Resistance, joined by the galaxy fleet, progressively overpowered the Sith fleet of essential Death Stars that the Emperor planned to unleash.

Having destroyed the Sith once and for all, the Resistance reveled in their victory, but also mourned their losses, including Leia, who had died of natural causes shortly after reaching out to her son and helping him turn back towards the light. Chewie was presumably not present on his beloved ship when Rey took it and BB-8 to bury the Skywalker lightsaber and Leia's own at the site of Luke's former home on Tatooine.

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As a bonus action, the smuggler can move up to its speed toward a hostile creature that it can see.

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If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

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The smuggler's speed isn’t a\u0000ected by carrying a grappled creature who is large or smaller.

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When the Smuggler fails a saving throw, she can choose to succeed instead.

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The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

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The smuggler makes three weapon attacks.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 21 (3d10+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled (escape DC 19).

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

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When the dreadlord fails a saving throw, he can choose to succeed instead.

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The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points).

The dreadlord

knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull,

lightning charge, psyhcic charge, saber reflect, saber throw,

shock

1st level: force jump, force throw, hex, phase strike, slow

descent

2nd level: darkness, dark shear, phasewalk

3rd level: choke, dark aura, force lightning, force repulse,

knight speed, sever force

4th level: shocking shield

5th level: improved force scream, improved phase strike,

improved phase walk, telekinesis

6th level: crush, force lightning, rage

7th level: force lightning cone, ruin

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The dreadlord has advantage on saving throws against a force powers.

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Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

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The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

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Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"NWViMWYwNzc0M2Vh","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +15, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"Nzg4ODM3ZmFiYTMz","name":"Off hand Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"N2QzZjM4MjU3NmYy","name":"Move","type":"feat","data":{"description":{"value":"

.

The dreadlord moves up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"MmRhYWMzMmM1MWJk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The dreadlord casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"ZmQ4ZTAwMzVjMmQz","name":"Saber","type":"feat","data":{"description":{"value":"

.

The dreadlord makes one martial lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/402_-_Sith_Dreadlord/avatar.webp","effects":[]},{"_id":"NYTwUUBn7yKKEWTr","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"3tCfd0hd9wUSz74o","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"soAfPetZTucJlV2c","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VKosbVi6mii0hN6","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WQcMyMjaxK2hKC5Z","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"N0Ul5tvpC2BVAhUI","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"OekQFiHySkSdJu4v","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"0H0wXMqOunIlRo5V","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"Mqei0tFxBbL726eH","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"8ZClliGQys2mQpSk","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4OdjxR391tQj3Ggy","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"klUjOcxWDRPj6DX4","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"Z5igibIFT8wVNlpd","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aHTkgN8PMJPDH43w","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2hD8YzpADxV8dmci","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"AGWlTqJI7490rDpl","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"2LCqL0LMzr4O9I63","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mn3IcJ14XBIIit0x","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"ykibbUwYQfPqMQTZ","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"1zKIU3n4a65pyqvU","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"lt4eTlPE9IncbTj9","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"trqlFkv8RZpsgKTk","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"w5DKWUeDKup1NhQx","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zW4trBZrk7dEFe5L","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"EOEw4ZOvUPg4doKH","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"mFu8RGM7V1cPQec7","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gNQp102b628NJBdL","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"86XOEFKyL4iKvKRJ","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"47WyTRBTMXcTOgMS","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"57QPmF8ftpfpjQlX","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"T0H1w6R6xijY7Yef","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"ndShRKUXCUdIvPcd","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"N5r6n0OHB7UfxrWf","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]}],"effects":[]} +{"_id":"DZhIbh2R6bi0k4x5","name":"Dark Trooper, Phase Zero","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d8+36"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["poison","necrotic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","token":{"flags":{},"name":"Dark Trooper, Phase Zero","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DZhIbh2R6bi0k4x5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDEyY2I2NzM4ZmJh","name":"Circuitry","type":"feat","data":{"description":{"value":"

The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"ZGEzZjkwZDRiNGU1","name":"Jump Pack (Recharge 5-6)","type":"feat","data":{"description":{"value":"

As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"MzMxY2VhNmQ1Zjcx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YTYwYjQ0OWJmOGY1","name":"Vibro Baton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"NjRjYWE5YjU4ZTg5","name":"Shotgun","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"MzFhMzhlOGFlMzIy","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"MzlhNDBiZTNiYmQ4","name":"Blaster Volley (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","effects":[]},{"_id":"YTE0YjMwZWMyYzE2","name":"Frag Grenade (1/day)","type":"feat","data":{"description":{"value":"

.

The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn't incapacitated.

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The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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For 1 minute, the trandoshan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

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The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage

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Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

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Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

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Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

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When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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The Hutt makes two slam attacks or two hold-out blaster attacks.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"N2VlZWRmOGE5Njli","name":"Overwhelming Presence","type":"feat","data":{"description":{"value":"

.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"NzA0ZTQ4OGQ0NGY0","name":"Tech Casting (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Hutt Crime Lord can cast an innate tech power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"ZmI4NTI0MzRhOGY2","name":"Hold-out","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"YmYzOGUwZDY3OGRj","name":"Tail","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/205_-_Hutt_Crime_Lord/avatar.webp","effects":[]},{"_id":"WQhhyDgb3ejqgWm3","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"n7emGmmwUFyhjtNg","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"fYPfU61HTaJttNvU","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"26akTGemos2ZmEDU","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"dMF5JwJCbKd68rY3","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"d6z7CkkFs4CqmBuZ","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"TAI6eSxaUbd0VrH9","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"UieKSPM1DTcVYcHH","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"zOMinJ4bzTmqaMEy","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1050000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"CyO4qXfY4fyRE9Is","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]}],"effects":[]} +{"_id":"DtHMFoCCMp1pTWuO","name":"Thug","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"heavy combat suit"},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8+2"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":11,"min":0,"max":11},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can't regain hit points or gain temporary hit points.

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The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (2d8+4) kinetic damage.

Aa small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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\"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.\"

- Darth Traya

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

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The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points.

The Betrayer knows the following force

powers:

At-will: affect mind, denounce, force push/pull, mind trick,

psychic charge, saber reflect

1st-level: breath control, force propel, hex, wound

2nd-level: battle meditation, beast trick, darkness, mind spike,

phasewalk

3rd-level: choke, force lightning, horror, plague, sever force

4th-level: dominate beast, force immunity, improved force

camouflage

5th-level: dominate mind, improved phasestrike, improved

phasewalk, telekinesis

6th-level: crush, force chain lightning, mass coerce mind

7th-level: force lightning cone, ruin

8th-level: death field, master force immunity

9th-level: force storm, master feedback

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MDY4YTBkNjNkNTY2","name":"Deceiver","type":"feat","data":{"description":{"value":"

The sith betrayer has advantage on Charisma (deception) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"NTNhNDczNWZhYjRj","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The sith has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MjhhODNjNmZkMTE4","name":"Hidden from the Force","type":"feat","data":{"description":{"value":"

The sith betrayer cannot be detected using force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"Njk0NDEwY2I0MTJl","name":"Pinpoint Power","type":"feat","data":{"description":{"value":"

When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MzI1ZjFhN2QxNjQz","name":"Refocused Power","type":"feat","data":{"description":{"value":"

When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ODM3YmE0YzkyMzdm","name":"Steal the Force","type":"feat","data":{"description":{"value":"

When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"YzNhMzZhMGVkOTlk","name":"Storm of Sabers","type":"feat","data":{"description":{"value":"

The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ZDQ0ODcyY2ZmNjg4","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MjRjMjU0NzdlNGVj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MjQ0OGQwMzBiOGZj","name":"Saber Storm (melee)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 40 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MTFjZTc5MzUzZmQ3","name":"Sever Connection (Recharge 6)","type":"feat","data":{"description":{"value":"

.

The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"MzFkNTQ2NDQyMzM2","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The sith betrayer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"ZmI5ZGY3ODRmNTc5","name":"Saber Storm","type":"feat","data":{"description":{"value":"

.

The sith betrayer makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"NzFlZmE1YjBhNWQ2","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"YTE5ZmNkN2EyYmJj","name":"Destroy the Force (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/400_-_Sith_Betrayer/avatar.webp","effects":[]},{"_id":"rHsrnrFtHfaYfWgJ","name":"Master Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.DFpooO6icOfTdG5C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]},{"_id":"bCT0xpeRPJn66whj","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"PSkwrnXsaK4p1HlE","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"yMbGmqOJz7AHd3iw","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"zfGTI7hkZBqgzj2A","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"llwEjVSqdsYnfWsD","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"VkU9dZXf6mEeuVSg","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZTVlyu4iDt8hwYxN","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"7Od0ar7AnVKH1kyF","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"lpg9dKJpAnhULkNX","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1bCBYgCIXSbVWEDD","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fIJGNN8VIRpuZ30c","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jM4wXsS5OAkORF8C","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"0TPGLZEkCoCDx8fC","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KAd7ifTkrR0YJ6HA","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"2rjnnP7xmIGA1FmQ","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"n58crq9oX4UwrKMg","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"voJjsY4MEDKAXA51","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"7J3V5odsw1kTsRfu","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"lRfac2NR7d2krm0z","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QXen2MjdJoSLh38t","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"CDf7CaKASMqhZw5l","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZduZAO0DnLOgxXNS","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"tgJyz67rgCsQzAmJ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"JODQo4bpTykDjzHQ","name":"Beast Trick","type":"power","data":{"description":{"value":"

This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional beast"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.AvkOVXIYVgJTsytl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beast%20Trick.webp","effects":[]},{"_id":"fT3AsVUcTpZ3fFHp","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"zEjB14JcnNAEIiyx","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TIPrZLL13AZFWsZn","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"7dznJlrt32lBprEP","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X3JpEmDT5NteA7Zf","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1RfJWOcafV74AkGV","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8MeklQRbqmNavmLj","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"F9zDJMbhxo1twfka","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

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You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

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A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

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Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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The Chosen One was the central figure in the Jedi prophecy that foretold the coming of the one destined to bring balance to the Force by destroying the Sith. The prophecy also affected the realm of Mortis, as the Father believed—in the event of his death—only the Chosen One had the strength to preserve balance between the Son and the Daughter. During the final years of the Galactic Republic, Jedi Master Qui-Gon Jinn discovered the Chosen One in the form of Anakin Skywalker, a human child enslaved on the planet Tatooine. Skywalker joined the Jedi Order and, during the Clone Wars, became an exceptionally powerful Jedi Knight before falling to the dark side of the Force. Adopting the identity of Darth Vader, Dark Lord of the Sith, he participated in the systematic purge that left the Jedi all but extinct.

Vader had a son, Luke Skywalker, however. Having lost the former Anakin Skywalker to the dark side, Obi-Wan Kenobi and Grand Master Yoda spent decades hiding in exile, awaiting the time when Luke was ready to be trained as a Jedi. Kenobi, who considered his fallen apprentice lost to the dark side, came to believe that Luke would fulfill the prophecy of the Chosen One. However, Luke endeavored to redeem his father, believing that there was still good within him. Moved by his son's compassion, Vader sacrificed his life to destroy his Sith Master, Emperor Palpatine of the Galactic Empire. The deaths of the last two Sith Lords rendered their order extinct. As a result, the Force was brought back into balance. With his destiny fulfilled, Anakin's spirit was reunited in death with his former mentors, Kenobi and Yoda.

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At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

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The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NzBlYmM1MGRkNTFi","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The Chosen One has advantage on saving throws against force powers.

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If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NTI4Mjc4ZDBlYTg2","name":"Combat Caster","type":"feat","data":{"description":{"value":"

When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"OTE3ODY5MzRmMjQw","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Chosen One fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZjI0YzFlMzllZjA3","name":"Force-Empowered Strikes (3/day, 1/Turn)","type":"feat","data":{"description":{"value":"

The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NGY5MWFmNzVkNDQ4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points).

The

Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid, sever force

3rd level: telekinetic storm, knight speed, choke

4th level: freedom of movement, force immunity, disable

droid, dominate beast

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZDdmYmE1YjI5NzFi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NGUwOWEwMzQxMmY3","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NDFjMzhkYTFkMDhh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Chosen One makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NzlmZmU5MWEyMGYx","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 22 (3d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"YTNmMWI2ODQwOGVh","name":"Move","type":"feat","data":{"description":{"value":"

.

The Chosen One can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ZTg5MTA1NGVkZGEx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Chosen One can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"NzA4YTdiY2UwMzIy","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Chosen One makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"MzljMDcxN2UwYjc5","name":"Forcecasting (1 legendary action per power level). ","type":"feat","data":{"description":{"value":"

.

The Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","effects":[]},{"_id":"ooyNNEl1IDNUc084","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HAkBleQtq3PVYhef","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"z7WpUuiT9a2WP6io","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NoG6HAXcjIIvJoW8","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"R0ADoSz0o6y5zfCl","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"bdBbMG9M9BvwzDHX","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"yhnxRoic1IHpmPwp","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AsTbVhhnK8BSCkFH","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BdAZC4vhKhCMFNNj","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V5g67hxYUK9Jyj9b","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"SEUwx4zdNc5H5eFd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Bq0KK4Jzx7R4py5s","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u5arMqDwJy501r70","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"rLMnUnDKcXQwc8Y9","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"SGefgywAB0hoYPJM","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LxQ01lBVr6AmcX5p","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"vpouSL4qeWnYjerg","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"CVrEDkn99CJNyTDi","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"zgoRQoaDC4Fw4hNv","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bqzqJWthYG2wTpz0","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SIJ1Sm3anc6zTu0C","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"vAMtjleqahnEcnJh","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K7dnrQoaKNBP6CZh","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"K5n7BQaDOMuoDaKg","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"BFFn5ivvwwb1RQXw","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"EGcf5Ufy6Aovncc6","name":"Imperial Guard Champion","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":1,"min":3,"mod":1,"save":5,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":1,"min":3,"mod":0,"save":4,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"heavy durasteel armor"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"24d8+72"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"passive Perception 17"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"NTE2ZWU1YWU1YmNh","name":"Choreography of Belligerence","type":"feat","data":{"description":{"value":"

The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/209_-_Imperial_Guard_Champion/avatar.webp","effects":[]},{"_id":"NjcxMDAwM2RlZWE4","name":"Parry","type":"feat","data":{"description":{"value":"

The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

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The Imperial Guard Champion makes one doublesword attack and one secondary doublesword attack, or one blaster pistol attack.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"k2jnSrkmNDiaLa0R","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

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Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

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You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone jetpack troopers were a variant of clone trooper trained for aerial combat, most commonly through the use of the JT-12 jetpack. They were armed with the BlasTech DC-15 blaster rifle, DC-15A blaster carbine and DC-17 hand blaster as well as missile launchers. Clone jetpack troopers were present during the First Battle of Geonosis as well as the Defense of Cato Neimoidia and Battle of Anaxes. The 501st Legion had Jetpack troopers within its ranks, the armor of the troopers was marked in blue to designate their unit affiliation. Following the execution of Order 66, the transformation of the Republic into the Empire and the phasing out of clones in favor of stormtroopers, the jetpack troopers were replaced by Jumptroopers.

History

At least one clone jetpack trooper participated in the First Battle of Geonosis, the first action of the Clone Wars, against the Separatist Droid Army. At least one squad of jet troopers from the 501st participated in the defense of Cato Neimoidia. Later, both jetpack troopers from the 501st and the 7th Sky Corps took part in the Battle of Anaxes. During the last major CIS offensive of the Clone Wars, the Battle of Coruscant, vacuum-suited jetpack troopers boarded enemy vessels to capture their bridges.

For general information about troopers, see Trooper

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Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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\"TARIS: We received a dreadful welcome when T3 droids at the starport made off with our baggage.\"

- Trampeta's Star Guide, circa 4086 BBY

ManufacturerDuwani Mechanical Products
ClassUtility droid
Degree4th degree droid
Height
0,96 meters
Sensor color
  • Red
  • Blue
  • Yellow

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

Characteristics

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3. Though this after-market modification was not endorsed by Duwani, many fighter pilots insisted that their ships and droids receive these modifications on the grounds that they increase pilot survivability. Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid, which was considered an unusual feature for a droid designed for everyday tasks. One of the most famous droids of this series was T3-M4, a prototype of an upgraded T3 unit Duwani introduced prior to the Jedi Civil War. During the time of the Galactic Alliance, what few T3 units remained in the galaxy were seldom found outside of private collections.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: At-will: electroshock, encrypted message, mending, on/off 1st level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 2 (1d4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","effects":[]},{"_id":"Y3uXvfFXNaSK79R9","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"8xq2j5xeJ54n7qT0","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"K6DPqkV82Wc4MYWn","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"3y9xbU6CYlHGY9JC","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"g2RGAY0W4Vl9o00Y","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"53HSdq857svHp3By","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"PRFVds3PMQBWLLX2","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"LMsws9G2FUHqjO7T","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"jVNcRHpy1opOAq9C","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]}],"effects":[]} +{"_id":"ELZs55w5zMfljdtQ","name":"Snow Wampa","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":51,"min":0,"max":51,"temp":0,"tempmax":0,"formula":"6d10+18"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":51,"min":0,"max":51},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"The kid ran into something, and it wasn't just the cold.\"

- Han Solo, referring to Luke Skywalker's wampa attack

DesignationSemi-sentient
ClassificationReptomammal
Average height2,2-3 meters
Average mass150-200 kilograms
Hair color

White

Eye Color
  • Yellow
  • Black
Distinctions
  • Razor-sharp teeth
  • Razor-sharp claws
  • Curved horns
Homeworld
Hoth
HabitatSnow plains
Diet

Carnivorous

Wampa ice creatures were carnivorous predatory reptomammals indigenous to the remote Outer Rim Territories ice planet Hoth. The bipedal beasts stood over two meters in height with shaggy white fur constantly stained with the gore of slaughtered prey. Wampas were armed with jagged yellow teeth and deadly claws. Primarily solitary hunters, wampas occasionally hunted in packs, preferring to ambush their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims were carried back to the creatures' lairs, typically large ice caves, where the wampas ate at their leisure. The planet's omnivorous tauntauns formed the bulk of the wampas' prey, although they would attack anything they encountered. The Alliance to Restore the Republic's Echo Base on Hoth came under constant wampa assaults in 3 ABY.

While rarely seen away from their remote homeworld, wampas were known to have participated in illegal gladiatorial combat venues. They were highly valued among big-game hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous souvenirs that commanded high prices on the black market. Wampas were later protected under legislation to prevent endangered species from falling into extinction by the Galactic Federation of Free Alliances.

Biology and appearance

\"You're talking about a predator two and a half meters tall, sometimes weighing two hundred kilograms or more, with razor-sharp teeth and claws. They're singularly vicious creatures.\"

- Vesto Slipher, InterGalactic Banking Clan[src]

Covered with shaggy white fur, standing at heights of up to three meters, and weighing an average of 150 kilograms, Hoth's wampa ice creatures were lethal predatory beasts. They possessed long, powerful arms, razor-sharp claws capable of carving layers out of ice, and a fanged maw. Aided by an acute sense of smell and a well-camouflaged coat of thick fur, the carnivorous wampas roamed Hoth's icy plains preying on near-helpless animals. Wampas ranged in height from 2.2 to three meters, with an average height of 2.5 meters, weighed up to and occasionally exceeding 200 kilograms, and had eerie yellow eyes. Adult wampas possessed short, jagged, curving horns, which were an indication of age. The horns began to appear at the onset of puberty and continued to grow larger as the wampa aged. Wampas' horns were similar to those of Hoth's native tauntauns, though the two species were entirely unrelated. Wampas had a single heart within their thoracic cavity.

Wampas were classified officially as reptomammals, creatures combining the best defensive characteristics of reptiles with the more adaptable physiologies of mammals—specifically, they were linked to primates. The wampa physiology was well adapted to conserving heat in the extreme cold. Beneath their protective fur was a layer of blubber for greater insulation. They were also physiologically equipped with a self-regulating metabolism. Wampas comprised 11 percent of Hoth's total indigenous animal population.

The wampa reigned at the top of the Hoth food chain as the planet's most violent alpha predator. With their strong sense of smell, coat of thick white fur, which blended in perfectly with the icy landscape of Hoth, and brute strength, wampas made excellent natural hunters. A single powerful blow from a wampa's forearm was enough to neutralize the largest prey, while the creature's bite was deadly. Very rarely were wampas themselves the victims of predators—in fact, the creatures had no natural enemies except for other wampas. Wampas typically traveled on two or four legs, preferring four except during an attack. The creatures stalked their prey until reaching close enough proximity to make a rush attack. A wampa would take a final sighting of its target by rising on its hind legs and then springing forward in a deadly pounce with claws outstretched.

In terms of the creature's diet, wampas subsisted primarily on Hoth's many varieties of omnivorous tauntauns, although they also hunted lumbering icetromper herd beasts, antlered mammals called rayboo, and other, smaller unwary creatures—as well as attacking anyone or anything else they encountered that might seem to be a source of food if particularly hungry. The powerful wampa required large amounts of food to sustain itself, and a single tauntaun was enough to nourish one wampa for a considerable period. Wampa family groups, in particular, required a substantial supply of meat, since a female wampa could birth up to three cubs at once. However, the competition among wampas for Hoth's relatively small number of prey animals formed a limit to the numbers of the creatures existing on Hoth, keeping the wampa relatively scarce.

Wampas were particularly sensitive to high-pitched noises,[3] sounds that were similar to those made by a female in search of a mate. While wampas were naturally well-insulated against the Hoth elements, as a result of their dense fur, they were made almost invisible to[19] most standard life-form sensor scans, which is how they managed to avoid detection by Republic xeno-biologists for so long.

Wampas were even said to possess, at least in one case, the capacity to retain long-term memory. During the Rebel Alliance occupation of Hoth during the Galactic Civil War, Jedi Luke Skywalker was attacked by a wampa while patrolling the planet's ice wastes, but he escaped the creature's clutches after slicing off its arm with his lightsaber. Almost a decade later, during a return visit to Hoth, Skywalker re-encountered the same wampa whose arm he severed years before. Skywalker claimed that the one-armed beast remembered both him and his lightsaber.

One male wampa, named Ku-Kak, had a rare, natural affinity for the Force. Another, the giant wampa Unkajo, towered at a height much greater than the species' average height of 2.5 meters. Still another giant wampa creature, larger than ordinary wampas, lived on Hoth during the early portion of the Galactic Civil War. This giant wampa possessed a freezing breath as a natural weapon.

Subspecies

Subspecies of wampa were found on other worlds, clearly transplanted there from Hoth, though scientists were unable to determine the exact method by which this occurred. These subspecies included the cliff wampa, a beast bioengineered by the Galactic Empire and used as a sentinel on the rocky Outer Rim Territories moon of Gall, and the swamp wampa of Dromund Kaas.

Swamp wampas were identical to the Hoth wampa in almost every way, prompting scientists to theorize that they were directly descended from them. Though the exact nature of the swamp wampa's development was unclear, it nevertheless indicated a strong adaptability of the wampa species. There also existed Tatooine Howlers, colloquially named \"desert wampas\" for their strong resemblance to wampas. Although their appearance, with heavy fur and tusks, was similar, genetic testing proved no relation between the Howler and the wampa.

Behavior and intelligence

\"We thought they were dumb brutes—all teeth and claws, and no brains—but we were wrong.\"

Burrk, a former stormtrooper turned big-game hunter

Hunting patterns and ice cave habitat

\"The lair was a foul place. I could smell the blood and entrails in the snow.\"

- Unattributed

Wampas were typically solitary hunters. They wandered the frozen wastelands of Hoth in search of food, often stalking their prey for some time before finally taking the victim by stealth and surprise due to their natural white-fur camouflage. Wampas hunted both by day and, at shorter range, during Hoth's bitterly cold night. Although the tauntaun, a wampa's primary source of food, was relatively plentiful on Hoth, the scarcity of available wildlife on the planet meant that a single wampa had to cover a territory of more than a hundred kilometers when seeking prey. However, wampas learned to adapt to this necessity. They emitted a very faint scent, preventing tauntauns from detecting a wampa's approach. Their white fur, blending perfectly with their environment, enabled wampas to attack their prey without prior detection. As such, wampas rarely engaged in extended chases. Icetrompers, however, proved something of an exception—their multiple set of eyes made sneaking up on the giant herd beasts a difficult proposition for even the stealthiest wampas.

The comfort zone for a wampa seeking prey was limited to Hoth's frozen plains and the cooler regions of the planet's subterranean caves. Often, Hoth's scaly tauntauns would gather among warmer cave areas heated by bubbling pools as a defensive measure, areas that wampas found to be uncomfortably hot. Nevertheless, if hungry enough, wampas were known to ignore their extreme discomfort by venturing deep into these cave systems at night and during Hoth's blizzards. They would utilize cunning methods to draw the scaly tauntauns out of their sanctuaries, sometimes rushing into the heated areas to scare their prey out into the cold where they might be cornered. Other times, wampas would simply stalk their prey by waiting in the colder regions between these heated tunnels until the tauntauns ran from one tunnel to another.

Wampas rarely killed their prey outright and never hunted when they were hungry. Because they preferred fresh meat, wampas instead always tried to stun their prey, keeping their victims unconscious, but alive, until ready to feed. After disabling their prey, wampas hauled the still-breathing victims back to their cave dwellings and, through different methods, secured them in the ice for later consumption. For some, wampas used their hot breath to melt the ice around a victim's legs and then coated parts of the body in saliva, placing them against the ice ceiling of their caves so they would freeze in place. The saliva also served as an anesthetic in the victims, which helped to keep prey comatose until the wampa was ready to eat. Alternatively, for larger creatures, such as the tauntaun, wampas frequently impaled them through the ankles on overhanging icicles or stalactites to keep them immobile. At times, several fresh victims were stored in this manner.

Hanging their still-living victims from the cave's ice ceiling allowed wampas to keep their food in good condition and then snack at their leisure—tales existed of victims taking some days to die as the wampa slowly devoured them. This storage method also allowed wampas to return to the ice fields to continue hunting while the hostile Hoth weather held. Wampa lairs often housed huge amounts of food, a testament to how deadly a single beast could be.

The creatures typically made their homes in one or more ice caverns, created by digging out a huge lair beneath Hoth's ice surface large enough to nest and store food in. Still, wampas rarely wasted their own energy hollowing out their own caves. Instead, they usually found a pre-existing lair or former tauntaun-dug site to occupy, sometimes ejecting the original inhabitant. Wampas would also sometimes make enlargements to these caves, especially when raising young. Nesting wampas typically shed their guard fur, which was gathered and used to line their caverns with, though opinion was divided among zoologists whether this actually amounted to intelligent behavior or merely animal instinct. The dense guard fur lining made wampa caves almost invisible to standard scans.

Wampas, solitary by nature, were nomadic in the sense that they rarely stayed in one cave for very long, unless they were with young. They regularly relocated to new lairs both out of the need to follow migrating tauntaun herds, and of the necessity to find cleaner dwellings. Wampas, males in particular, were remarkably messy animals, and their caves were constantly scattered with half-eaten corpses, decomposing entrails, and other bloody, rotting remains. Even nursing females, aside from their fur-lined nests in which cubs were born, lived in gore-filled caves. This rotting mess quickly made wampa caves uninhabitable, forcing the creatures to find new abodes.

Reproduction method and societal characteristics

\"They worked together, in coordinated attacks, probably to defend themselves from what they perceived as an invasion of their territory.\"

- Rebel Alliance historian Voren Na'al

Wampas mated during the warmer months of the Hoth yearly cycle, during which time they gathered in regions where game was plentiful, to search for companionship. While the females remained together and waited, the males would go off in search of prey. After making a kill, the male wampa would commonly smear the blood of his victim across his chest and return with the dead animal to show the females, thus demonstrating his ability to care for a mate. Sometimes the males would spar with one another for a particular female's companionship. The winners of these bouts chose their preferred mates. They were then considered the alpha males of that region until the following mating season.

In terms of their reproduction methods, wampas could be considered marsupials. Their cubs were born live, but very underdeveloped, closely resembling a miniature worm small enough to fit on a caf spoon. After mating, female wampas would birth up to three cubs per litter. These infants, after birth, would crawl to their mothers' pouches, where they nursed, grew, and developed over a period of roughly three months—after which time they left the pouch with a full set of teeth, needle-sharp claws, and an innate attitude of invincibility. Mothers would produce milk to nurse their young until the cubs were able to sustain themselves on meat alone. Wampa mothers were extremely protective of their offspring, and during the nursing period even males didn't risk the consequences of coming between a mother and her cubs. As they grew, young wampas were taught how to hunt, survive in the cold, and how to care for game from their mothers and fathers.

Wampas were extremely territorial creatures, fiercely guarding their hunting grounds against any invaders to their domain, and often engaging in bouts to the death with other wampas encroaching on their land. The scarcity of Hoth's wildlife meant that a single wampa required a large hunting ground in order to survive, which was believed to be the primary reason why the creatures lived alone or in small family-based groups. Because of the substantial amounts of food required to sustain a wampa, they often extended their territory over enormous areas. Upon reaching maturity, younger wampas set out to claim territory of their own, competing with other wampas, including members of their own family, for territorial control, which contributed to keeping the species relatively scarce.

Despite the cutthroat intra-family competition that existed among wampas for territorial control, the creatures nevertheless possessed a strong affinity for kinship. Galactic scientists discovered that wampas were very protective of their own and mourned their dead with great intensity. In the instance one was slain, the creatures would fly into destructive rages directed at the killer. If the death was natural, wampas would instead vent their rage on their surroundings, sometimes smashing cave walls or ripping apart anyone or anything within reach. Reports told of some wampas, in their bouts of hysteria, unwittingly causing avalanches and underground cave-ins, causing only more deaths. When the grieving wampas' energy finally subsided, they would bury their dead in the snow, keeping guard over it for several days to make sure nothing ate the remains. If a wampa was injured, the rest of its pack would band together to repel the threat.

Although they primarily hunted alone, some wampas occasionally hunted in packs, banding together to attack a threat to the local wampa community, such as a Human settlement. During the Cold War, for example, amidst the combined Galactic Republic–Sith Empire occupation of Hoth, many wampas of all ages gathered in different series of subterranean ice caves. Many years later, during the Galactic Civil War, the Rebel Alliance occupation of Hoth drove many wampas to convene in and inhabit a large secluded valley surrounded by rocks and ice. The valley floor was littered with the remains of creatures who ventured into the wampas' home, never to escape. Outside of mating season, however, the detection of a common threat was the only time wampas grouped together. By coordinating their hunting actions, wampas demonstrated a rudimentary level of intelligence and cunning, particularly in the capability to scout and determine their enemies' location and strength before formulating an attack. The wampas' aptitude for massively coordinated attacks made the species one of the most cunning killers in the galaxy. However, despite wampas demonstrating some intelligence and social development, most respected scientists nevertheless doubted the species' sentience.

Wampas were capable of emitting a terrifying hunting roar that could compete with Hoth's howling winds. Their howl was one of their greatest natural gifts, for it could blend in almost imperceptibly with the winds. Only the creatures themselves could tell the two sounds apart. Thus, the howl provided wampas with a highly efficient form of communication that often proved lethal to disoriented prey. In one unique instance, the Force-sensitive wampa Ku-Kak was trained to naturally understand the Chevin.

During the Republic occupation of Hoth in the Cold War, a group of Talz established a supply cache in a large cave that many wampas had overrun. However, the wampas within the cave did not show hostility toward the Talz, a species of white-furred beings from the frozen planet Alzoc III, due to the physical similarities between the two, for the wampas believed themselves and the Talz to be one and the same.

History

\"Hey! Steady, girl. Hey, what's the matter? You smell something?\"

- Luke Skywalker calms his nervous tauntaun before a wampa attack

Cold War encounters

\"How many wampa-filled ice caves are you willing to search through?\"

- Smuggler \"Guss\" Tuno

Wampas roamed Hoth's frozen surface as early as 3643 BBY, during the final years of the Cold War between the Galactic Republic and the Sith Empire. Prior conflict in the Hoth system between the two sides left the planet a graveyard of downed starship wreckage, which attracted salvaging pirates and, eventually, both the Republic and the Empire to return to reclaim their war machines, bringing with them renewed hostilities to Hoth's surface—and encounters by all with the planet's native ice creatures.

Hoth's alpha predators proved a surprisingly intelligent peril to the planet's newcomers, especially unwary travelers wandering too close to unexplored ice caves. Multiple combat patrols disappeared after seeking shelter in a cavern thought to be unoccupied. Horror stories of men swallowed whole by towering wampa ice creatures made the rounds among new arrivals to Hoth. According to reports during that era, wampas numbered among some of Hoth's most hostile wildlife to call the Clabburn Tundra home during the war. Disturbed by the occupiers' encroachment on their habitat, wampas preyed on entire squads of soldiers. Wampas also roamed among Hoth's Whiterock Wastes, Highmount Ridge, and Glacial Fissure areas.

The Hailstorm Brotherhood, a radical tribe of wilderness survivalists, were one of several pirate groups to gain purchase on Hoth. Republic forces on the planet first learned of the brotherhood from scouts who, while investigating a massive ice spire sculpture that the pirates had erected, reported encounters with half-naked warriors wearing wampa furs as they charged into combat. Master Sav, leader of the brotherhood, was once stranded and left for dead in wampa territory by Imperial forces, only to strangle one of the beasts with a tauntaun femur and skin it with one of its own claws, eventually making his way back to safety three weeks later. Sav's wampa ordeal made him a legend among his pirate brethren.

During the war Shai Tenna, a Weequay leader of the White Maw pirate organization, ran a sizable pleasure den within Hoth's Highmount Ridge, connected to which was an ice cave in which Tenna had trapped more than two dozen wampas of all ages as his \"pets.\" After the Republic's Havoc Squad, sent to Hoth on a mission to acquire one of the Empire's enigmatic Umbra encrypters, made a failed attempt to infiltrate Tenna's group, the Weequay pirate had them thrown into the cave to be fed to the wampas. However, Havoc Squad fought its way through the wampa onslaught, defeating the creatures and making it out of the cave to freedom.

While seeking refuge from Hoth's brutal elements, a Republic Talz commando unit and a group of wounded Republic soldiers fell under attack from wampas in their area. The Talz escaped from the attacking beasts, but the wampas dragged the Republic soldiers back to their den. At the behest of Kuthak, one of the Talz commandos, a Republic agent located the wampas' den, defeated the beasts inside, and rescued the wounded Republic soldiers from the wampas' clutches. To ensure no Republic soldier met the same fate again, the agent proceeded to kill the remaining wampas in the cave.

Wampas again attacked a Republic reconnaissance squad that was investigating nearby caves and the took the scout team back to their den. Concerned both for his missing men and whatever may have attacked them as a looming threat to other Republic forces on Hoth, Gavon Kroan assigned a Republic agent to help the scouts. The agent successfully rescued the Republic scout team from the wampa den.

A legendary wampa called the White Terror prowled Hoth's wastes during the Cold War, stalking whatever prey the conflict brought its way. While hunting for food, the White Terror once encountered the Jedi Kaiya Stas, who recognized that the wampa's path was taking it straight toward a colony of Ortolans. The White Terror wounded Stas in a failed attempt to stop the creature's approach. She later asked a Republic agent to destroy the wampa, warning that if the creature discovered a convenient source of food in the Ortolans, it would not stop its rampage until it wiped out the entire colony. The agent found the White Terror in the same den where wampas had previously taken the team of Republic scouts, and drew the wampa out from its lair by activating a sonic agitator. The agent then killed the White Terror, saving the Ortolan colonists.

One of the Sith's weapons on Hoth during the war centered on a Beast-Lord of the planet Onderon named Brutann, whose mastery of the dark side of the Force enabled him to control Hoth's most vicious predators, including the wampa. Brutann gathered an army of Hoth beasts aimed to destroy the Republic forces on the planet. Tasked by Jedi Master Heljus and his Padawan learner, Elsor, to stop Brutann, a Republic agent traveled to the Jagged Plains Cavern, where the agent defeated the Beast-Lord and his Force-dominated wampa, among other creatures.

Another group operating on Hoth, a collection of ex-Mandalorians called the Terror Brigade, became known among the Republic forces for their efforts to find new and wild combat thrills, which included wrestling wampas. The Terror Brigade captured Imperial Moff Yoren and offered to hand him over to the Republic on the condition that someone could survive their so-called \"Onslaught,\" a series of combat trials against progressively powerful opponents, both animal and humanoid. A Republic agent undertook the task of going up against the Onslaught within their compound, battling and defeating the Terror Brigade and the wampas they kept as part of the trial, among other combatants. In the challenge's final trial, the agent engaged in an extended battle with a large wampa named Ujooku, killing the beast and defeating the Onslaught.

In another wampa assault, the Imperial Agent \"Cipher Nine\" journeyed to a large cave system in the Hoth glacial fissure known as the Bone Pits on a mission in conjunction with the Imperial-allied Chiss to perform surveillance on the rogue Imperial Admiral Layek Davos, who was meeting secretly with a group of pirates for his own ends. Cipher Nine found the Bone Pits to be filled with nearly two dozen adult wampas clustered in the cave. Cipher Nine's spying of Davos's meeting with the pirates was interrupted when two of the beasts suddenly charged the agent's position, but Cipher Nine defeated both wampas. The agent proceeded to complete the surveillance mission and eliminate the largest wampas still remaining in the cave, before then slipping back out.

A number of Republic Talz set up a supply cache of ordnance, food, and medical equipment within the Ice Behemoth Cave, which was also overrun by many wampas both young and old. The wampas inhabiting the cave, however, displayed no aggression toward their Talz occupiers, believing the white-furred aliens to be wampas themselves as a result of the species' shared physical attributes. Upon discovering the site of the Talz supply cache, Imperial Commander Tritan tasked a group of agents with destroying their supplies in order to force the aliens into an assault, in which they could be destroyed. However, Tritan warned the agents of the danger in reaching the cache among the wampa cave and suggested that they not weigh themselves down when going against the ice creatures. The agents proceeded to kill many of the wampas en route to destroying the Talz cache.

During the Battle of Hoth in the Great Galactic War, which precipitated further conflict on the planet during the Cold War, the Empire lost an ancient Sith holocron thought to be destroyed, but which resurfaced years later in Hoth's starship graveyard, within the den of a hulking wampa. In a mission managed by Imperial Captain Kanen, an Imperial agent entered the den and recovered the holocron from the wampa after killing the creature.

An Imperial engineer named Soleks could not complete a mission to set up warning beacons around a massive Hoth sinkhole in the Clabburn Tundra because his work area turned out to be a wampa hunting ground, driving him away. Soleks instead handed the duty off to an Imperial agent, who cleared the Clabburn Tundra area of wampas and successfully installed the warning beacons. Wampas also mauled a response team sent by Imperial Captain Viatar to stop Republic sappers from destabilizing the icy foundations of an Imperial garrison on the planet.

Around 3639 BBY, several wampas were affected by a Seed of Rage, a Sith alchemical artifact planted in the northern reaches of the Glacial Fissure region, and they underwent significant physical changes. The infected wampas developed grey-black growths on their bodies, while their eyes turned red and their fur became black and gray.

Kyrisa, wampa master

\"I thought they only hunted when they were hungry?\"

\"They do what that Nightsister trains them to do.\"

- Imperial Security Bureau Captain Jeffren Brek's team discusses Kyrisa's trained wampas

Circa early 2 ABY, the Force-sensitive Dathomiri Nightsister Kyrisa took refuge on Hoth after being exiled from her homeworld of Dathomir. Kyrisa, strong in the Force power of beast mastery, soon gained command of a pack of the ice planet's native wampas through mind control. Cut off from her home and her family on Dathomir, Kyrisa depended on one of her wampas for physical and emotional warmth. Aside from beast control, Kyrisa also dabbled in genetic engineering, through which she eventually produced a gigantic wampa of unnatural size, Unkajo.

Kyrisa used her mind-controlled wampas to devastate nearby installations and to steal supplies. However, as complete control as Kyrisa had over her pack of wampas, her beast mastery quickly attracted the attention of both the Galactic Empire and Jedi sympathetic to the Rebel Alliance, who hoped to either harness her knowledge or remove Kyrisa as a threat to Hoth's local population.

Imperial Intelligence leader \"Blackhole\" had his own ideas how to employ Kyrisa's beast mastery and dispatched a team of Imperial Security Bureau agents, led by Captain Jeffren Brek, to capture her. During their search for Kyrisa on Hoth, Brek's team encountered two of the Nightsister's trained wampas, as well as the giant wampa Unkajo, who towered over its smaller brethren, prompting a skirmish between the Imperials and Kyrisa's beasts. Brek's team killed both of the two smaller wampas, before hamstringing and, as they believed, finally killing Unkajo as well, although the wampas knocked at least one of Brek's men out cold. After the skirmish, the Imperial agents collected the wampas' teeth and claws as souvenirs.

Only moments later, Kyrisa herself appeared before the Imperial agents, surrounded by another pack of obedient wampas, like an army of trained soldiers. Enraged at the loss of Unkajo, Kyrisa ordered the wampas to kill the Imperial team. However, the second battle turned out little different than the previous, with many more of the trained wampas being slain, before Kyrisa slipped away, with the surviving wampas of her group covering her escape.

Simultaneous with the Imperial mission, the Twi'lek Jedi Knight Rachi Sitra, along with another Rebel agent, embarked on her own mission to capture the dangerous Kyrisa from Hoth. At some point, Sitra ran into one of Kyrisa's trained wampas as well, although her combat skills served her well in the fight with the attacking beast. The Rebel agent party to Sitra also encountered Kyrisa herself and two of the exiled Nightsister's trained wampas. Enraged at the Rebel agent for having previously killed another of her bioengineered beasts, Kyrisa ordered the two wampas under her command to kill the agent. The two wampas, well-trained, fought to the death to defend their master, but the Rebel agent eventually won the battle and drove Kyrisa away for the time being.

Ultimately, the Dark Side Adept Namman Cha convinced Kyrisa to join him in service of Emperor Palpatine. He, too, however, had his own bout with Kyrisa's wampas while searching for her on Hoth before enlisting her as the Emperor's newest prize.

The attack on Echo Base

\"Had we remained longer on that frozen world, I have no doubt we would have had more nights filled with their horror.\"

- Voren Na'al

The Rebel Alliance established its secret headquarters on Hoth during the Galactic Civil War following the Battle of Yavin, in a series of ice caves that came to be known as Echo Base. Hoth's wampas soon enough became a serious threat to the Rebels, repeatedly attacking the base and its personnel.

During a bivouac while scouting the expanses of Hoth shortly after the final construction of Echo Base was completed, Rebel Major Kem Monnon, head of the Alliance Corps of Engineers responsible for the base's construction, and an outfit of men heard the howls of wampas in the night—one of the first encounters, albeit indirect, between the creatures and the Rebels of Echo Base.

The Alliance Survey Team Theta at some point found on Hoth the personal logs of a smuggler named Jonox Forb, who inhabited the naturally formed ice caves before their conversion into Echo Base. Although the fate of Forb's smuggling band remained unclear, the Rebel survey team reportedly recovered the logs from an abandoned wampa lair. The content of Forb's logs were not publicly revealed until the release of former Echo Base General Carlist Rieekan's personal historical records, which detailed the Rebellion's time spent on Hoth, during the later years of the New Republic.

As a measure of security, the Rebel Alliance's Standard Operating Procedure at Echo Base included scouting the barren wastes surrounding the facility. Initially, the Rebels detected only passive lifeforms, and there seemed to be very little danger on the remote ice planet. The first sign the Rebels saw that they were not alone was the discovery of a dead tauntaun just outside the base. When the dead animal was brought before 2-1B, the base's chief medical droid, he determined that the tauntaun's neck had been snapped. Knowing how strong the stubborn animals were, the base's personnel found the thought that some creature was strong enough to do such damage more than frightening. 2-1B also assisted in an Echo Base investigation that led to the discovery and capture of several wampas from a nearby cave.

Soon thereafter, Luke Skywalker and Han Solo were on a routine mission to place sensor beacons around the perimeter of the base. Solo informed Skywalker that he had encountered an animal carcass, which he believed to be a recent wampa kill, and urged Skywalker to be on guard before he headed back to Echo Base. Solo later told base personnel that he had discovered some wampa kills out in the snow. Skywalker, however, failed to report in from his scouting work, as he was attacked by a male wampa while astride his tauntaun. The wampa landed a crushing blow to Skywalker's face with a swipe of its powerful claw, knocking him unconscious and opening up a gash on the side of his face. His tauntaun was killed instantly with a crushing grip that snapped its neck. When Skywalker awoke, he found himself hanging upside down, his feet frozen to the ceiling of the creature's cave, and another wampa eating the corpse of his mount. Skywalker was able to escape the cave using the Force to pull his lightsaber into his hands, cutting himself down from the ceiling, then cutting off the creature's arm with his lightsaber just as it was about to attack him.

After Skywalker revived from his medical treatment inside a bacta tank, he confirmed the Rebels' worst fears. He described being attacked by a large creature three meters in height with deadly claws. Although he had only knowingly seen one of the beasts, where there was one, the Rebels reasoned, there was likely to be more. As a result, the base immediately stepped up its security measures.

Echo Base sent out a few patrols to locate the creature that wounded Skywalker. Although they failed to find Skywalker's one-armed attacker, they did encounter another wampa. After stalking the Rebels for some time, the wampa finally attacked the group from its cover beneath a snow mound, surprising its prey. The wampa continued to make hit-and-run attacks at the Rebels, trying to take its prey one being at a time, unwilling to allow such a significant amount of food to get away.

The evening after Skywalker's recovery, Echo Base came under attack. It started with the sound of howling, a noise not unusual to those in the base, who were accustomed to Hoth's howling winds. Still, this noise was louder and angrier. Shortly after the howling started, the base's command center received a brief comlink call from Bervin, a perimeter scout, which was abruptly cut off by a bellowing inhuman roar and a horrified, distinctly Human scream. Major Bren Derlin, head of security at Echo Base, and others in the command center rushed to Bervin's post. There, they found only the signs of a struggle, but no sign of Bervin himself. Blood was splattered against the far wall of snow, where a large cave-in had occurred. The blood trail followed the shallow trench where Bervin's body had been dragged out of the post and into the icy night of Hoth.

Before long similar calls began to come into the command center. Attacks all along the base's perimeter were reported. All described the same: a lone sentry, attacked and dragged off into the night. Efforts were made to ready the base's T-47 airspeeders, but there was no need. The creatures came to them, crashing through the carefully carved ice walls of the facility. The base was soon filled with a horde of attacking wampas. The personnel of Echo Base were ready to protect their fortress, however. They held off the beasts with concentrated artillery barrages, while the wampas outside the base were similarly repelled by the Rebels' blaster fire. The creatures inside the base were rounded up with the help of the droids C-3PO and R2-D2. At the heart of each attack was one commonality that had gone unnoticed until the droids brought it to the attention of Major Derlin. They noticed that the high-pitched beeps of the base's astromech droids drove the wampas into rages. The Rebels were able to use recordings of astromech droids to drive the creatures out of their dark, icy crevasses. They stunned the wampas into incapacitation, and stored them in heavily shielded pens in less vital sections of Echo Base. The pen doors were marked with yellow and orange warning signs, nicknamed by those in the base as \"do not disturb\" signs. The Rebels believed that the wampas had attacked the base to defend themselves from what they perceived as an invasion of their territory. Additionally, research later revealed that the astromech droids' high-pitched beeps and wails were similar to the sounds made by females in search of a mate. This further explained the wampas' rampages, with males having discovered pieces of metal machinery after thinking they had discovered a new companion.

Battle of Hoth

\"Rebel troops?\"

\"I don't think so, sir.\"

- Darth Vader and a snowtrooper lieutenant discuss Echo Base's caged wampas

The Galactic Empire discovered the Rebels' hidden Echo Base in the immediate aftermath of the wampa assault on the ice facility through the reconnaissance efforts of a remotely deployed Arakyd Viper probe droid. While performing its reconnaissance work of the ice planet prior to detecting the Rebel presence on Hoth and transmitting its accompanying sensor data back to the Empire, the probe droid discovered a large mound of snow in the Hoth wastes. Upon the droid probing the mound with a low-powered laser beam, a large wampa emerged from the snow pile, having been sleeping there. The probe droid quickly regulated the potency of its high-powered laser cannon and disintegrated the beast with a single blast.

While hunting a herd of grazing tauntauns, another wampa also encountered and attacked another Imperial Viper probe droid scouting the planet. After a short clash between blaster and claws, the wampa defeated the droid and dragged it back to its ice cavern, where it suspended the machine in the icy ceiling above the skeletal remains of former prey.

During the desperate haste to escape Echo Base in the face of the Imperial invasion during the Battle of Hoth, C-3PO came upon one of the pen doors while trying to catch up with Solo, Princess Leia Organa, and the Wookiee Chewbacca on their way to the Millennium Falcon. Knowing an advance group of snowtroopers was directly behind him, Threepio tore off the door's warning label and proceeded to disappear around another bend in the corridor. The pursuing troopers reached the door. Their leader punched the controls to slide it open, knowing it would take more than locks to stop an Imperial advance. The group marched into the pen with military efficiency, only to be slaughtered by the caged wampas. Once Darth Vader reached the room, all he saw were piles of blood-stained snow, a cave-in exposing the pen to Hoth's daytime sun, and some of his most seasoned, well-trained troops dead on the ground.

In the chaos during the battle, the primary entrance point the wampas used to infiltrate and attack Echo Base, a small room off one of the main corridors that had been sealed, was uncovered. The entrance point opened to a small tunnel that led to the large valley where many of the wampas lived and, consequently, where the attacking wampas had originated. As the battle raged, a visitor to Echo Base followed this tunnel into the large snowy valley, where, in a nearby camp, he found one Professor Blainekie, a Rebel researcher investigating the wampas in the vicinity. Blainekie required assistance with defeating the valley's wampas, including the giant wampa Unkajo. The Echo Base visitor complied and successfully brought down the towering creature.

While attempting to escape from Hoth late during the battle, mercenary Dash Rendar encountered several of the Rebels' caged wampas throughout the bowels of Echo Base. After witnessing the havoc wreaked upon the base by the wampas, the Empire in turn bioengineered the cliff wampa to guard Imperial interests on the Gall moon.

Hunting wampas for sport

\"There's a huge black-market price on wampa pelts, you know.\"

- Burrk

A certain subclass of big-game hunters existed who specialized in the \"sporting\" hunt of large predators like the wampa. They often traveled to the remote Hoth system to hunt wampas. Poachers and hunters had been tracking wampas for decades prior to the onset of the Clone Wars, though their mortality rate often exceeded the creatures themselves. Wampa pelts or stuffed heads were prized trophies among hunters, and a black-market fur-trading operation that involved wampas existed in the Outer Rim at some point before 33 BBY. Wampa \"souvenirs\" and even clothing made of wampa fur had been known to command high prices at galactic trading posts by the early years of the Galactic Civil War. Wampa meat was also served in some corners of the galaxy—as of 31 BBY, a serving kitchen within the space station Darkside on an asteroid in the Cularin system asteroid belt had twenty kilograms of ground lean wampa meat stored in a freezer. By 1 ABY, the sporting hunt of wampas was illegal, though hunters were still able to sell their wares on the black market for high gain. Wampas were later included in Galactic Federation of Free Alliances legislation to protect endangered species from extinction.

In one well-known case, the wampas' ability to organize coordinated attacks was well demonstrated. A group of failed stormtrooper cadets established a business as guides leading these big-game hunters in pursuit of Hoth's wampas. Initially, they met with great success due to their advanced weaponry. However, by the fourth expedition the wampas had learned their enemy's secrets. The hunters landed and set out in search of their quarry. Meanwhile, the wampas found and destroyed the expedition's starship. Over the course of the next several nights, the wampas circled the camp, howling madly. The frightened hunters wasted their ammunition shooting at shadows until the wampas attacked. The beasts dragged away just one hunter with each assault. Finally, the last two survivors killed one another rather than allowing themselves to fall prey to the wampas. This was one tale typically told by big-game hunters; some circles doubted the validity of the tale, pointing to the loophole that if there were no survivors, no one could have lived to report what had happened.

Skywalker later re-encountered the wampa he wounded with his lightsaber nine years later during a subsequent journey to Hoth with the Jedi Knight Callista Ming. There, they discovered a group of stranded wampa poachers, including a former stormtrooper named Burrk, and two Cathar brothers. The three had set up a business taking hunters to Hoth to hunt what they termed \"the biggest game in the galaxy.\" The group found success after two hunting rounds, collecting the pelts of several creatures and killing numerous others. But on their third trek into the Hoth wilderness, the poachers met with disaster. They returned to their starship to find their pilot slaughtered. Trying to investigate the cause of death, the group was attacked by a group of wampas, killing a guide and three clients. The surviving five members found shelter in the abandoned Echo Base.

When Skywalker and Ming arrived on the planet just days later, the two Jedi and five survivors were once again attacked by an army of wampas who had grouped together under the leadership of the dismembered beast, who recognized Skywalker's and Ming's lightsabers as a threat. As a coordinated group, the wampas displayed enough intelligence to ruin the flight controls of the Jedi's ship, as they had with the poachers, to prevent escape. After the wampa horde chased the group back into the confines of Echo Base, the beasts created a diversion by banging on the base's closed shield doors until they could break through the icy walls of the facility. Skywalker and Ming were able to reach their damaged ship with the stopping power of their lightsabers—Skywalker killing the one-armed beast for good in the process—and escape the planet after rigging their vessel to restart through an alternative power source, but not before the remaining poachers were killed. Skywalker later remarked that he believed the one-armed wampa recognized him personally and that they consequently possessed long-term memories.

Other encounters

By 27 BBY, a Shi'ido Changeling impersonating the former Twi'lek Jedi Knight-turned-pirate Reess Kairn had set up a lumni-spice mining operation on Hoth using the planet's wampas as food-collecting servants. He fitted several of the creatures with a type of bio-stimulant brain implant, making them more docile and able to understand and respond to the Shi'ido's verbal commands. They were instructed to retrieve tauntauns and bring them back to his subterranean cave, where they were taught to skin them in preparation for his consumption. Hoping to collect a posted price on Kairn's head, the bounty hunter Aurra Sing infiltrated the cave draped in the skinned hide of a dead wampa. She was able to neutralize the Kairn impersonator while simultaneously killing many of his wampas in a manufactured cave-in. The rocky collapse awakened a large dragon slug, which also crushed one of the wampas in its massive jaws.

The Balti smuggler Bingo Mehndra possessed a captured pet wampa in a secret Hoth base of his. When the Hutt crime lord Jabba Desilijic Tiure sent his musical retainers, the Max Rebo Band, on a covert assassination mission to Hoth to kill Mehndra, the smuggler threatened to feed the musicians to his wampa if he suspected a trick. The participants of Jabba the Hutt's demolition games later encountered a single wampa while competing on Hoth shortly before 4 ABY.

On a mission to Hoth in 14 ABY, Jedi Master Kyle Katarn and his apprentice, Jedi student Jaden Korr, encountered several rogue wampas around the perimeter and inhabiting the ruins of Echo Base. Korr found one wampa in particular attacking a tauntaun within the base.

Wampas in the galaxy

\"Stoopa! You said wampa protect me from intruders! Not kill me!\"

\"I…thought we could control it, Lord!\"

- A Hutt and a Twi'lek, realizing the futility of trying to hold a captive wampa

Knowledge of the wampa throughout the galaxy was limited. Of those aware of the creatures' existence, understanding typically came by way of overhearing big-game hunters speak of what they considered legendary quarry on account of the wampas' violence and formidable claws and teeth. Indeed, hyperbole and rumors of the wampa's fearsomeness abounded. The planet Hoth was synonymous with the wampa—in the rare instances the planet was mentioned in conversation, it was common to hear the wampa mentioned in the same breath.

Many believed that wampas possessed at least rudimentary intelligence. Through extensive research into the records of other creatures appearing similar to the wampa, evidence had been found suggesting mass coordinated attacks made by the creatures. In some cases, these attacks laid waste to entire outposts of colonists on other worlds. This was later substantiated by the Rebels of Echo Base.

Wampas were one of several \"trophy\" animals smuggled onto the planet Coruscant for the pleasure of its citizenry. As with their smuggled counterparts, these wampas were quickly discovered to be too dangerous to handle and were either released into the environment or escaped on their own, labeled from that point as \"fugitive animals.\" These renegade wampas instinctively migrated to Coruscant's cooler polar regions to eke out an existence. Wampas also existed on the Outer Rim ice world Rhen Var.

As of 41 BBY, the Galactic Republic prohibited the transportation of wampas throughout the galaxy. The Jedi Master Tholme and his Padawan, Quinlan Vos, were assigned to track a felonious dealer of interdicted beasts to the planet Ryloth, where they suspected their target was connected to the Twi'lek Clan Secura. Unbeknownst to the Jedi, the Hutt crime lord presiding over the slave trade on Ryloth held a captive wampa—one of the interdicted beasts—in the name of personal security, sold to it by Pol Secura. The wampa managed to break free of its restraints during the Jedi's visit, killing the Hutt and several others nearby. The young slave girl Aayla Secura was able to reach out telepathically through the Force to call to Vos for help during the confusion. He soon arrived at her side but found himself overmatched by the large beast after first naively trying to reason with it. On the brink of death within the wampa's grasp, Vos, with the assistance of the young Secura, called his lightsaber to his hand via the Force and put an end to the wampa's rampage. With Secura's sensitivity to the Force realized, she was taken to Coruscant to be trained as a Jedi.

Around 32 BBY, the crime lord Gargonn the Hutt ran an enterprise shipping exotic beasts around the galaxy, operating the Circus Horrificus, a gruesome traveling show of alien monstrosities, out of the bowels of the moon Nar Shaddaa. Wampas listed among the many beasts included in Gargonn's animal smuggling ring.

Cog Hive Seven

\"You weren't supposed to survive your match with the wampa.\"

- Sadiki Blirr, to Darth Maul

The space penitentiary known as Cog Hive Seven ran an extremely lucrative yet illicit gambling operation a decade and a half before the beginning of the Clone Wars. By forcibly pitting its inmates against each other in gladiatorial combat and betting on the matches using an elaborate algorithm to predetermine the winner of each bout, the prison made a fortune at the expense of the galactic gambling community. Cog Hive Seven eventually obtained a wampa from a couple of freelance bounty hunters, who delivered the creature to the prison from an abandoned spaceport in the Anoat system. Believing the wampa to have previously fought in illegal gladiatorial contests, the prison's administration planned to match the beast against its own inmates. The wampa was yet infected with a disease that greatly affected its physiology.

In 33 BBY, Darth Maul, apprentice of the Dark Lord Darth Sidious, infiltrated Cog Hive Seven on a mission for his Master by masquerading as an inmate, though he was forbidden to call upon the power of the Force or reveal his true identity as a Sith Lord. Cog Hive Seven's algorithm soon matched Maul against the prison's wampa, a fight that Maul was calculated to lose, with the majority of offworld gambling combines betting that the odds were in the beast's favor. The wampa stood nearly three meters in height, with a battered physical appearance indicative of previous combat, including a filthy, blood-stained pelt that had been ripped away in spots along its chest and abdomen, and a cranial horn that had been partially snapped off. The fight began with the wampa slashing Maul twice with its claws. Maul retaliated but quickly came to the realization that there was indeed something profoundly wrong with the creature after driving his elbow into the wampa's skull with a force that should have broken its neck, to no effect. The disease that infected the wampa enabled it to continue fighting even after Maul shattered its skull with a subsequent head-butt, but Maul put an end to the match by driving his arms through the soft tissue of the wampa's torso and crushing its heart between his hands.

Clone Wars

Wampas were occasionally found participating in illegal gladiatorial games on a number of Outer Rim worlds. Early during the Clone Wars, Dark Jedi Asajj Ventress faced a wampa, among other opponents, in the Cauldron, an infamous gladiatorial arena on the rocky planet of Rattatak. She hoped to persuade Count Dooku to accept her as his Sith apprentice by displaying her combat abilities. In similar fashion, the Jedi Master Luminara Unduli faced off against a wampa in gladiatorial style combat while in the Arena of Doom, a gladiator stadium owned by Mondo-Mod the Hutt, who had his wampa contestant shipped in directly from Hoth. Without using her lightsaber or Force abilities, Unduli defeated the beast by jumping, grabbing its horns, and flipping it. She attributed her victory to simple physics. For her victory over the wampa and subsequent opponents, Mondo-Mod revealed to her the location of a Separatist Droid Army factory on the planet Diorda.

The Rodian Onaconda Farr, senator of the Doldur sector, possessed a wampa-skin rug during the Clone Wars. Farr kept the rug, comprising a stuffed head but bereft of appendages, within his retreat on the planet Rodia. Warm wampa-skin rugs of high quality immediately showed visitors to one's home that one was an individual of refined taste and class.

On a tactical screen within a Republic ground base command center commanded by Anakin Skywalker at some point early during the Clone Wars, Aurebesh lettering described a sort of wampa attack taking place. Also present within the base's command center was a chest with the Aurebesh lettering \"HOT-.\" A Low Altitude Assault Transport/infantry with a picture of a snarling Wampa on the front saw service with Republic forces during this period, and it was given the nickname Wampa Runner.

A sizable community of wampas lived on Asuin, a planet deep within Hutt Space besieged by fierce ice storms, during the Clone Wars. Jedi Generals Obi-Wan Kenobi and Anakin Skywalker landed on Asuin during the war while pursuing valuable stolen data containing the location of the Confederacy of Independent Systems' hypermatter generators. Upon touching down on Asuin's surface in dropped speeders, Kenobi and Skywalker quickly fell under attack by a large group upwards of ten wampas. The Jedi escaped the beasts by leaping to the far side of a nearby ravine, leaving the wampas to push Skywalker's speeder into the deep chasm separating the two parties. Kenobi, specifically, recognized the creatures and referred to the wampas by species name.

A particularly abrasive slicer used the handle \"wampa1\" as his user identification while posting comments on a HoloNet message thread during the height of the Clone Wars.

At some point during the Clone Wars, the Chevin slaver Phylus Mon kept a single male wampa named Ku-Kak as a personal bodyguard in addition to several other retainers. Mon discovered the wampa on a distant ice-covered world and selected the beast into his employ due to its unique ability to wield the Force. Ku-Kak's training under Mon included understanding and being able to respond to his master's commands in the Chevin language and also to identify and attack Jedi, for whom Mon held a strong dislike. The wampa identified Jedi by the fact that they carried lightsabers, and because he differentiated them from Mischa Vorfren, a male Anzati soldier also in Mon's employ who carried a lightsaber that Ku-Kak had collected as a trophy and given to him, and whom Ku-Kak considered an ally. To combat Jedi, Mon provided Ku-Kak with a Sith sword that he had picked up during his travels; the wampa proved very adept at wielding the sword, which augmented his powers in the dark side of the Force. Additionally, Ku-Kak, like the other slaves under Mon's command, was outfitted with an explosive device in his heart programmed to detonate in the instance that Mon died and the Chevin's own heart stopped beating. Although this provided Mon's lieutenants with the motivation to fight for him, the wampa lacked full awareness of what had been implanted inside him.

Mon traveled with an entourage of enslaved creatures wherever he went—his so-called \"zoo\"—to which the wampa belonged. The wampa accompanied Mon during his attack of the Sith fortress on the planet Almas in the Cularin system, where the Chevin stole the darkstaff, a powerful Sith artifact, and during which multiple Jedi were killed. A team of Cularin heroes attempting to end the threat that Mon posed encountered Ku-Kak after infiltrating the throne room of Mon's starship, the Animiasma, within the Cularin system asteroid belt.

During the Clone Wars, some clone troopers were known to dress up in special wampa suits for special occasions. For Halloween, some were known to have dressed in a purple fur wampa suit and for Life Day there was a simple white suit.

Galactic Civil War and beyond

\"That wampa on the wall was my kill!\"

- Bossk

By 2 BBY, among other lethal creatures, including an acklay and a krayt dragon, the Imperial Captain Ozzik Sturn displayed the head of a wampa in a trophy room he maintained in his personal quarters on the planet Kashyyyk. Sturn, a big-game hunter, collected the heads of his prey during hunts.

Six months after the Battle of Yavin, the Shi'ido Senior Anthropologist Mammon Hoole shape-shifted into a wampa while he and his nephews, Zak Arranda and Tash Arranda, were attacked by a horde of zombies in the Crypt of the Ancients on the planet Necropolis. Hoole was able to manhandle the zombies in his transformed physicality. In 1 ABY, Darth Vader and a stormtrooper detail arrived at the Jedi Enclave on the planet Dantooine, where Vader discovered a clone of himself. While the two engaged in a Force duel, a similar clone of Hoole in the transformed shape of a wampa neutralized one of the stormtroopers.

Circa early 3 ABY, Crazy Larry's Galactic Getaways, a travel agency, featured a still image of a wampa in its advertisement for a vacation to Hoth. The advertisement warned potential customers that interaction with the planet's native wildlife occurred at their own risk, citing the wampas' history of attacking landing starships and other vehicles.

While in pursuit of the bounty hunter Boba Fett late in 3 ABY, Dash Rendar encountered the Imperial-bioengineered cliff wampa in Smuggler's Canyon near the Cadavine Sector Fleet Imperial Enclave on the moon of Gall. Mara Jade encountered the swamp wampas of Dromund Kaas on a mission to that planet in 10 ABY.

Wampas also held an element of cultural significance for many. The forces of the space pirate Gir Kybo Ren-Cha flew stolen TIE Fighters emblazoned with their trademark red wampa skull signet in the years prior to the Battle of Yavin. By 1 BBY, Holgurn, a Gamorrean messenger in the employ of Jabba the Hutt, was familiar enough with the creatures to compare the inexperienced Rodian bounty hunter Greedo to the inconspicuousness of a wampa, while an Imperial TIE/LN starfighter pilot went by the nickname \"Wampa\" during the Galactic Civil War for icy precision in battle. Also during the Galactic Civil War, wampa stuffed animals offered denizens the soft and cuddly aspects of the creature without the danger of being mauled and eaten.

In later years, Rogue Squadron Colonel Gavin Darklighter designated an enemy starship as \"Wampa\" during the Battle of Sernpidal in 26 ABY amidst the Yuuzhan Vong War. A Jedi Initiate training clan of the New Jedi Order—the Wampa Clan—was named after the Hoth creatures. The martial arts form Teräs Käsi consisted of two combat techniques named after the wampa—the Charging Wampa and the Slashing Wampa. The city of Pons Ora on the planet Abafar hosted a business known as Adopt-a-Wampa, though exactly how one could adopt one of these highly dangerous creatures, or why they would want to, was unclear.

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If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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The wampa has advantage on Wisdom (Perception) checks that rely on smell.

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The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage.

The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new)
  • 60 credits (used)
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

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.

The Mistryl makes three unarmed strikes or three dart attacks.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13: -Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (1d12+6) kinetic damage

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Massiffs were reptilian creatures found on Geonosis and Tatooine. The species' original world was unknown; however, the Geonosis and Tatooine populations were by far the most numerous. Canine in appearance with an armored hide, the beasts could be domesticated and used for sentry and guard tasks. On Geonosis, possession of a massiff was a sign of authority and aristocracy. The Geonosians and massiffs had a somewhat symbiotic relationship; in exchange for shelter, the creatures would rid the hives of pests. It was easy to tell the age of a massiff, for they grew a new pair of antlers every standard year.

DesignationNon-sentient
Average height0,76 meters
Homeworld
  • Geonosis
  • Tatooine

Biology and appearance

Massiffs had coarse skin, large jaws, toothy mouths, big dark eyes and a line of hard spikes along their backs.

History

In addition to being introduced to Malastare, the massiff was domesticated by the Tusken Raiders of Tatooine. Researchers believe that an interstellar freighter carrying the animals crashed in one of the planet's sandstorms around 222 BBY. The resulting slaughter by the Sand People left only one survivor, while a small portion of the massiffs were kept by the attackers. Their senses being attuned to the clear conditions of Geonosis, massiffs were useless as sentries in Tatooine's constantly blowing sand. Instead, they found their niche as camp defenders, attacking any intruders on sight. The presence of massiffs was a contentious one among the Tusken clans, as many felt that they were a departure from tradition. Because of this, warring clans would often try to slay each other's pets as gestures of insult.

The proximity of Geonosis and Tatooine undoubtedly led to the migration of the creature from one world to another, most likely the result of careless traders introducing the animal into a new ecosphere. On Geonosis, massiffs were emblems of the Geonosian aristocracy, and domesticated massiffs were used to rid the hives of vermin. On occasion, massiffs were used in arena fighting. On Tatooine, they were similarly domesticated as camp guard animals.

During the Clone Wars, at least one massif was used by the Grand Army of the Republic for military purposes, being handled by an ARF trooper accordingly nicknamed \"Hound.\" He was used to track Jedi Ahsoka Tano on Coruscant.

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The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

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\"My blurrg may be ill-tempered, but she's much faster than your riding machines.\" 

- Tae Boon, to \"Stak\"

DesignationNon-sentient
Classification

Reptile

Skin color
  • Mottled brown
  • Blue
  • Green
Eye colorBlack
Homeworld
  • Arvala-7
  • Endor
  • Ryloth
DietHerbivore

A blurrg (plural: blurrg or blurrgs) was a non-sentient, two-legged beast of burden found throughout the galaxy. Blurrgs were notably used by the Twi'lek Resistance and Free Ryloth movement during the Clone Wars and Imperial Era, and they were also corralled by the moisture farmer Kuiil on Arvala-7.

Biology and appearance

Blurrgs were a two-legged non-sentient species that were used as beasts of burden on a number of worlds located across the galaxy, including Endor and Ryloth.

Behavior

Stoic and strong, they were used for everything from agricultural labor to war. Male blurrgs were eaten by females after the mating process.

History

The Twi'lek Resistance on Ryloth rode blurrgs in battle during the Battle of Ryloth, where they were used at the final offensive against Separatist forces in Lessu, charging at droid troops with the Grand Army of the Republic's Lightning Squadron. During the time of the Mission to Zygerria, some blurrgs were sold in the markets of Zygerria. Around 9 ABY, the bounty hunter known as \"the Mandalorian\" and the Ugnaught Kuiil tamed and rode blurrgs during the hunters' mission to Arvala-7.

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The blurrg deals double damage to objects and structures.

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The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

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The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

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DesignationSemi-sentient
Hair color
  • Gray
  • Light brown
DistinctionsSharp claws
Habitat

Rocky

The cliff wampa was a brown-furred, rock-climbing subspecies bioengineered from the wampa ice creature native to the frozen Outer Rim Territories planet Hoth. After learning of the ice wampa's powerful ferocity during the Battle of Hoth, the Galactic Empire captured several of the creatures, and Imperial biologists artificially adapted them to various environments. By 3.5 ABY, the Empire had placed the resulting cliff wampa on the rocky Outer Rim moon of Gall to guard local Imperial interests.

Biology and appearance

A product of Imperial bioengineering, the cliff wampa was a manufactured subspecies of the wampa ice creature indigenous to the ice planet Hoth. Whereas the ice wampa was covered with a coat of white fur for camouflage on Hoth's frozen plains, the cliff wampa was gray or light brown in color to blend in with the rocky habitat of the Imperial-controlled moon of Gall. The cliff wampa boasted sharp, iron-strong claws capable of climbing or digging through solid rock, much like the Hoth wampa would dig through ice.

Behavior and intelligence

Like its Hoth cousin, the cliff wampa was semi-sentient in nature. Cliff wampas were temperamental and hungry, and would maul anything or anyone they encountered.

History

The origin of the cliff wampa began during the Rebel Alliance's tenure at the Echo Base facility on the Outer Rim Territories ice planet Hoth. The Rebels of Echo Base endured repeated assaults on their encampment from Hoth's native wampas. During one such attack, the Rebels neutralized and incarcerated several of the creatures, holding them in secluded pens within the base.

Later, during the Imperial assault on Echo Base in the Battle of Hoth, several of the Dark Lord Darth Vader's elite snowtroopers were slaughtered by the Rebels' caged wampas after charging blindly into one of the creatures' holding pens inside the base. Imperial biologists were so impressed with the powerful wampa after receiving reports of how the creatures terrorized Echo Base that the Empire managed to capture some of the beasts and, through bioengineering, adapted them to survive in various environments as guard animals. The cliff wampa was a result of the Empire's efforts.

Cliff wampas in the galaxy

By 3.5 ABY, just months after the Battle of Hoth, the Empire installed the cliff wampa to guard the Cadavine Sector Fleet Imperial Enclave on the rocky Outer Rim moon of Gall. The mercenary Dash Rendar, who had previously come face-to-face with the Rebels' captured ice wampas within the bowels of Echo Base during the Battle of Hoth, encountered a single cliff wampa while attempting to infiltrate the Imperial Enclave through the high cliffs of Smuggler's Canyon in a failed effort to rescue the captive Han Solo from the bounty hunter Boba Fett.

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The wampa has advantage on Wisdom (Perception) checks that rely on smell.

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The wampa has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d10+5) kinetic damage.

The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Ranged Weapon Attack +8, Range 25/50ft., One target. Hit : 8 (1d6+5) kinetic damage.

If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

","public":""},"alignment":"Lawful Dark","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":4,"powerForceLevel":5,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One More Of Your Choice"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","token":{"flags":{},"name":"Inquisitor, Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"FLniDPzRnl5dBYhQ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjQ4MjY0NGM2NGRl","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, saber throw, slow

1st-2rd level (18 Force Points): dark side tendrils, fear,

force jump, force sight, hex, sense force, stun

Force Resistance. The inquisitor has advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"YjQ5MWQ5M2MzM2Vl","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"NDI5NzFjYTAyZjdh","name":"War Casting","type":"feat","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"YjgwMWU3M2I3NGM4","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"ZmQzOTA2Y2MxMTE4","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","effects":[]},{"_id":"PfkWOR0v1rnGyPGF","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"hYgCldu9cN7ZF7co","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"F3pdGg7NYS0TTW02","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"LvwcOkTa2bV4QKbF","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"r5d8xWn7dHlI4Wgz","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"30o04FESZchKU1tU","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"JbuoHFnAvfhp6MDN","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"phijVZCaYCtcLZ0s","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XUrE5bimtnF4iqIr","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"4TQ5QvIHI4VBk09L","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZxDwP3AYr2hueuL6","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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DesignationNon-sentient
ClassificationAmphibian
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

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The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The matriarch can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

Sith'ari

Sith'ari was a title that, in the ancient Sith, meant \"Lord\" or \"Overlord,\" first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean \"perfect being\" or \"god.\"

THE SITH'ARI PROPHECY

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before. 

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If the Sith’ari fails a saving throw, it can choose to succeed instead.

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The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points.

The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull,

necrotic charge, saber reflect

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight, force throw

3rd-level: choke, force lightning, force scream, knight speed,

sever force

4th-level: drain life, force immunity, improved force

camouflage, shroud of darkness

5th-level: greater feedback, improved force scream, improved

phase strike, telekinesis

6th-level: crush, force chain lightning

7th-level: force lightning cone, ruin

8th-level: death field

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The Sith’ari has advantage on saving throws against force powers.

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When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"NDNkNzFjYmE0NGVl","name":"Quickened Power","type":"feat","data":{"description":{"value":"

When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MGUxY2QyYjk2NDQy","name":"Orbalsik Armor","type":"feat","data":{"description":{"value":"

The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"YjVhMmFlNjVlZTc1","name":"Orbalisk Regeneration","type":"feat","data":{"description":{"value":"

The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"YzBjNDhjYzEzZDY5","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MzBlYTdiYzY1YTlj","name":"Multiattack","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWMwOTQ0OGRiYjQz","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MTQ4Njc2ZTE2NTA2","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Sith'ari casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"MDcwNjk4OTYyMjg3","name":"Move","type":"feat","data":{"description":{"value":"

.

The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"ZTMxYTVkZWZhYzhh","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"NDE2OTAzMmFkNjA4","name":"Deathblow (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","effects":[]},{"_id":"Pym2O5YTvkGMuzFH","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"ZvdU69jkdnLSb2uH","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"XI3papz9pcZKBJav","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"t45avRzz64yc4Jlo","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"nS3ohgLHEDn2zGqX","name":"Necrotic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u68xKTsuW71YT0NG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Necrotic%20Charge.webp","effects":[]},{"_id":"woDzVb6mYzgK0DJ1","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"500KerJxJ7CGqxf4","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nsKj4kEPyl4j6bCm","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"4mNVtS2XiQLw8n3c","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"yECyhjfBdjjjpS9v","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jugA4YVUkWGbPQNE","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"DUpLF84nveXtQmLF","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"g1rotWGMk9Hm5ymB","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9I6qDoYuWNJtgW5g","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ro9dUltbBxjhENVP","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"qNd3HWGgEIH1NedH","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"oychbNIn25eWariQ","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"iaUYGkgDKuRz8eGT","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ngHou14LYdzoEFAn","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9xdhMOU1nilqrpit","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"Odf29nFxZxc2rEOO","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"i2n1wAFzH6DDZSeZ","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6z4EL1wii1ctdtRS","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"nyrUbRmecfRBHMXy","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"UI23HhtiGbJKjtuG","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"4rIZDcYobndM27MS","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6XEkrj3Cfd3mNQck","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hTz8OVOxiznBq5Qq","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"k6r9JFRa0Jo4h5w7","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"3A7pHktvz2Kmx59q","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"SnUq9LTwkGOZt2j7","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"S8WqB61I6ajr8Cuf","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]}],"effects":[]} +{"_id":"GZuqfdWU9Wteztvr","name":"Greysor","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":10,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 11"}},"details":{"biography":{"value":"
Hair colorOrange and White
Eye colorRed
Homeworld
Naboo

The Greysor was a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.

Wild greysors hunted in packs of 2 to 12 individuals. They hunted mostly rodents and shaaks, but occasionally scavenged carrion. When hunting, they relied on the sense of sight more than smell. Wild greysors were known to be plagued by fleas.

There were several varieties of domesticated greysor—stubtail, bounder, and manadept being the most common. Domesticated greysors were most often kept in kennels; it was considered \"unwise\" to keep greysors and twirrls together. Greysors were born one at a time. They burrowed with their mother until they were mature (four to six weeks old).

Greysors had nonretractable claws, ideal for running fast. To keep them balanced while running they had an aerodynamic tail.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","token":{"flags":{},"name":"Greysor","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"GZuqfdWU9Wteztvr","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDc3YzQ5ZGEyMjg0","name":"Keen Sight and Smell","type":"feat","data":{"description":{"value":"

The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","effects":[]},{"_id":"YTVlMzk0ZDVjOTdk","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The greysor has advantage on an attack roll against a creature if at least one of the greysor's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/067_-_Greysor/avatar.webp","effects":[]},{"_id":"MmU1N2Q2YjE4YThl","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Medical droids, medi-droids, meddroids, Emdee droids, or surgeon droids were specialized in medical and surgical operations. A classification of first-degree droid, medical droids were actually considered to be members of the larger biological science droid classification, but were typically listed separately due to their prominence.

The galaxy was full of sentient species and it could be very hard for a flesh-and-blood doctor to know how to effectively treat more than a few of them. Medical droids had no such shortcomings, some even had a passable bedside manner. The most popular meddroids included the 2-1B surgical droid and FX-series medics. GH-7 medical analysis units were common throughout the Galactic Republic, while the Sith employed DD-13 medical assistant droids for their dark reconstruction surgery.[3] There were even models that specialized in non-sentient creatures.

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Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

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Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

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The Droid can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

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When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.

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Ranged Weapon Attack +5, Range 40/60 ft., One target. Hit : 7 (1d4+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

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The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

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The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

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A target creature within 30 feet regains 9 (1d8+5) hit points.

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The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

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The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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DesignationNon-sentient
ClassificationHound
Skin color

White

Eye ColorOrange
Distinctions

Regenerating teeth

Homeworld
Corellia

Corellian hounds, also known as Sibian hounds, were a type of hound from the planet Corellia. They were quick and nimble canines used by locals for a number of tasks. Due to their keen sense of smell, they were often used for hunting and tracking. They had a vicious bark and bite, which meant they could be quite effective for protection. Criminal gangs were fond of using the hounds for defense or to attack their rivals. They also had regenerating teeth. Corellian hounds could also be found on the planet Ushruu, where they were known as snarlers.

History

Around 34 ABY, Dok-Ondar had the head of a Corellian hound mounted on the wall of his store on Batuu. The plaque the head was mounted on had the words \"In memory of Yay Jacc\" painted on it in aurebesh.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The droidsmith has a +8 bonus when using Astrotech's Tools.

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The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

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The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

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The Anzellan droidsmith is too small and fast to e\u0000ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

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The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points.

The

droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost

1st-level: homing rockets, oil slick, repair droid

2nd-level: hold droid, motivator boost, truth serum

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 5 (1d4+3) ion damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/423_-_Anzellan_Droidsmith/avatar.webp","effects":[]},{"_id":"cVv8atj8RYMQS6T6","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

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You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"XGDT5Tqh592FISOp","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"UnU68ItFmhCSMWvd","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"fN38v4iA3LtfhqyO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"x2HIkm3LQdGWXUah","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"BZTYEBixmx5pEHAw","name":"Motivator Boost","type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.o9i0rEKiH5YLiVzj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp","effects":[]},{"_id":"TLFa3pbMLcOdneYh","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]}],"effects":[]} +{"_id":"Gwt1wA2OpAzwPr5V","name":"Geonosian Elite Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"natural armor"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"11d8+45"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Geonosian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","token":{"flags":{},"name":"Geonosian Elite Warrior","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Gwt1wA2OpAzwPr5V","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmI0ZDcyYzZkMGEy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Elite Warrior attacks twice with his pistol, or his electrovoulge.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MjI0ZTE3MzA1OWQ3","name":"Sonic Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","effects":[]},{"_id":"YTAxZTMxOGY0MzE3","name":"Electrovoulge","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","effects":[]}],"effects":[]} +{"_id":"H4eY1nXTffixFuub","name":"Sarlacc, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":464,"min":0,"max":464,"temp":0,"tempmax":0,"formula":"32d20+256"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":464,"min":0,"max":464},"bar2":{"value":0,"min":0,"max":0},"senses":{"tremorsense":300}},"details":{"biography":{"value":"

\"In his belly, you will find a new definition of pain and suffering as you are slowly digested over a…thousand years.\"

- C-3PO translating for Jabba the Hutt

Designation
  • Semi-sentient
  • Sentient  (when consciousness merged with sentient victim)
Average height2,5 to 3 meters (Head)
Average length100 meters
Skin colorTan
Distinctions
  • Tentacles
  • Bark
Homeworld

Unknown, present on:

  • Aargonar
  • Dathomir
  • Duroon
  • Darvannis
  • Felucia
  • Oovo IV
  • Socorro
  • Tatooine

Sarlaccs were semi-sentient, plant-like, omnivorous creatures found on several planets across the galaxy. Not much was known about this creature, but it was unique in terms of galactic species. It lived to be tens of thousands of years old, and reproduced by spores. One particular specimen of sarlacc was located in the Great Pit of Carkoon on Tatooine. It tortured the famous bounty hunter Boba Fett, who eventually managed to escape. While Jabba the Hutt claimed it as a pet, it arrived on Tatooine of its own accord. Another sarlacc could be found on Felucia. Near this sarlacc, Shaak Ti was slain by Darth Vader's secret apprentice, Galen Marek. A third sarlacc was known to dwell in the pit on the planet Aargonar's moon Aargonar 3. Yet another, less famous sarlacc dwelled on Tatooine right next to some Ancient Ruins. It attempted to devour Darth Tyranus while he was dueling Anakin Skywalker, but the Count used an exertion of the Force to escape and then fled from battle.

Lifespan

The lifespan of a sarlacc had been estimated to measure 20,000 to 50,000 years. Younger members of the species could move under the sands rapidly and catch their prey much faster, while older ones remained immobile, waiting for prey to stumble into their clutches. Females generally grew much larger than males, to the point that breeding required that the male attach itself to the female, being entirely dependent on their much larger companion. Adults generally had little to fear, as only the greater krayt dragon of Tatooine and the gouka dragon of Aargonar were known to prey upon them.

One of the known specimens of the species resided in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resided on the planet Felucia within the Ancient Abyss. The Jedi Master Shaak Ti was able to tame this beast and it assisted her in her duel with Starkiller. However, she lost the duel and was swallowed by the beast. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across. This sarlacc was capable even of using its tentacles to drag great beasts like rancors into its maw or to crush attackers. In 2 BBY, it was restrained by the Galactic Empire in order to hunt down the remaining Felucians, although it was later freed by a redeemed Starkiller.

Xenobiologists were unsure as to whether the sarlacc was animal or plant, as it possessed the characteristics of both kingdoms, but most scientists preferred the theory that the sarlacc was a giant plant organism. Data taken from Boba Fett's helmet suggested that it was more like a plant.

Biology

The sarlacc was a large, omnivorous invertebrate with long tentacles that rimmed its mouth. They reproduced by spores, known as \"sarlacci,\" that traveled through space until they found another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grew downward like a plant, forming a pit. The mouth and tentacles were the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features were buried up to one hundred meters deep in the ground. This guaranteed protection of the sarlacc's vital organs and made it invulnerable to most forms of serious damage. The teeth of the sarlacc surrounded its beak-like tongue and plant-like tentacles in tiers. Its teeth were also slightly slanted inward ensuring its prey would remain trapped. While its lightning-fast tentacles are used to snatch up its prey, such as Eopies, they were not its primary means of capturing a meal. The sarlacc discharged odors and scents that lured herbivores and scavengers close enough for it to use its tentacles. Sarlaccs had a very odd body shape. The sarlacc's mouth was the only part of the body visible, usually. Most of its body was covered in rigid plates. It had eight appendages beneath the ground used for stability or for reburial if the sarlacc became partially exposed. The body of the sarlacc ended in three roots used for moisture absorption.

Despite their size, the sarlacc did not need to eat very much at a time. They were almost entirely immobile, which means they had to be able to survive for prolonged periods without food. As a result, they also digested their food very slowly. It was even said that sarlaccs could be telepathic and could gain consciousness from the creatures they ate by assimilating their thoughts and memories during digestion.

Anatomy

\"Tentacular appendages can whip out and snare spectators from the rim of the pit, and inward-pointing spearlike teeth make escape impossible.\"

- Mammon Hoole

The sarlacc's body did not have a skeletal structure or a solid framework, but it did possess a strong muscular body with large roots and a series of nerve endings on its skin.

The sarlacc also had roots on the outside of its body to leech the nutrients from the ground and to sense the vibrations from creatures on the desert sands. The sarlacc lacked eyes and ears, instead relying on the sensors in its roots to \"see\" its prey. The sarlacc's mouth contained large mucus-coated teeth and strong tentacles for catching prey. The tentacles grabbed prey and pulled them into its maw, whereas the inward-pointed teeth functioned to keep victims in the mouth.

The sarlacc also had a large beak that emerged from the throat. The \"beak\", in reality, was the sarlacc's tongue, and the tongue within the tongue was actually yet another stubby tentacle that aided in swallowing prey. The sarlacc's throat had many veins and vessels which acted as sensors to determine the size, weight, and strength of the victim, allowing the sarlacc to decide which stomach to put its prey into; stronger prey were put into the secondary stomachs, while smaller prey went into the main stomach.

The sarlacc's throat also possessed many microscopic openings that dispersed mucus to keep the throat healthy—the sand, gravel, or whatever the case was (as environment varies from one sarlacc to the other) that dropped into the mouth could damage the lining of the throat. The more the sarlacc ate, the more the stomachs ran out of room, and, in rare cases, it used a small number of its victims to grow the stomachs by enmeshing those few victims into the stomachs. The sarlacc also used small air holes around its mouth for breathing.

The sarlacc's roots functioned as tentacles during adolescence, and then grew into full immovable stalks during adulthood. They absorbed tiny fungal life forms, bugs, and microscopic cells and bacteria into the body from the ground for nutrients. The sarlacc's body could also absorb liquid molecules through small openings in the roots, to keep its water level up.

The tentacles on the mouth were actually thin strong tongues that could feel and taste the ground and prey. The beaks of other sarlaccs had other tongues within their beak that emerged to grab prey and directly pull them into its beak. The tentacles were known to stretch as far as four meters to grab meals.

Although sarlaccs were usually immense in size, some miniaturized versions of the species existed and were traded as pets, such as in the case of Phileas.

Sarlacc vocalizations were comparable to high-pitched screeches. However, they do occasionally emit a loud belching sound when consuming prey.

Digestive system

\"The sarlacc found me somewhat indigestible.\"

- Boba Fett

Only the sarlacc's gaping maw could be seen from the surface, with the vast majority of its huge body lying beneath the ground. It lay in wait for any living humanoid or creature to stumble into its maw, and additionally, it pulled nearby victims in with one of its many tentacles. A sarlacc's mouth was surrounded by rows of retractable razor-sharp teeth, used to chew victims during adolescence, before the digestive system was fully formed. Adult sarlaccs developed a beaked, snake-like tongue at the center of the fearsome pit, which doubled as a inner mouth.

Once the victim was swallowed, they made their way into the sarlacc's stomach to be digested, deliberately being kept alive by the beast and digested extremely slowly for a millennium. The stomach walls were lined with tentacled vessels which punctured the prey's skin and muscles before embedding them into the walls. The tentacles then injected neurotoxins into them to sedate them, prevent them from escaping while being fixed into the walls of the stomach.

The vessels also gave just enough special sustenance for its prey to enable them to live for centuries while they were digested. In addition to the acidic fluids that dissolved the outer portions of the meals, the sarlacc also processed them from within. The tendrils and vessels pumped the sarlacc's acidic blood into its victims and carried back nutrients from them. Occasionally, when a victim was digested for longer than usual, the sarlacc actually embedded them in the lining of the stomach to make room for other victims it swallowed. This was to make the stomach stronger.

Many smaller secondary stomachs were used to store prisoners for later consumption at times when the sarlacc needed larger amounts of nutrients, such as when it needed to grow, breed, or strengthen its tentacles and beak to catch stronger, larger prey. The secondary stomachs also functioned as a space to store victims when the main stomach ran out of room, although this was rare as the sarlaccs were an exceptionally feared creature in the Galaxy. The acidic fluids in the stomachs were composed of weak chemicals that took much longer to digest its food than acids in the stomach of other creatures. They specifically targeted skin and muscle tissue, because that was where the nutrients in the food were. The secondary stomachs were also lined with more vessels and were smaller and more cramped to enclose the victims in, so that the sarlacc did not have to deal with the victim trying to escape its hold. Only rare individuals such as Boba Fett were able to resist due to his sealed-tight armor.

Mating and spawning

\"It was far more plant than animal.\"

- Unidentified Jedi Knight

A Sand People legend told of how the sarlacc gave birth to itself in Tatooine's planetary core in the days before the twin suns split apart from a single star. According to this legend, it would continue to eat everything it came in contact with until eventually it was forced to consume itself. Though this was obviously not a true account of the sarlacc's origin, the Tuskens themselves refused to accept any other explanation.

When a male sarlacc, who starts off much smaller than a female made contact with a female, the male attached himself to her in a parasitic fashion. He gradually became larger as she became smaller. After several thousand years the female is digested into oblivion and he becomes the equivalent size of her, replacing the area where she once existed. The male then injected sperm into the spore production sac. Afterwards, the melded couple released the fertilized spores, which could leave the atmosphere and travel long distances through the Galaxy to other planets. Because of this fantastic ability to propagate, the species' point of origin was never accurately determined. Once the spore settled down, it attached itself to an organism and sucked blood from it to feed itself. After detaching, it developed into a more mobile larva and was able to hunt and consume prey.

As it grew, the voracious larva would eventually challenge larger creatures. If the sarlacc larva was consumed by a bigger creature, the larva would kill it and eat it from the inside, assuming its consumer had swallowed it in more or less one piece. During this stage, it developed into a large worm-like creature with many tentacles and a beak-like maw. Eventually, the larva would dig itself into a pit, growing roots to anchor itself in the ground while it grew into a full sized sarlacc, becoming largely immobile and more plant-like. The roots also functioned to absorb additional nutrients from the ground as a precaution against shortages of prey. A larger mouth formed around the beak, which became more like a tongue.

Semi-sentience

\"Sarlacci do interesting things with messenger RNA: over the course of millennia, they can attain a sort of group consciousness, built out of the remains of people they've digested.\"

- Unidentified Jedi Knight

Jabba Desilijic Tiure sentenced Luke Skywalker and his companions to \"death by sarlacc\" in 4 ABY. Prior to his execution, Luke Skywalker was able to retrieve his lightsaber from the astromech droid R2-D2 and free his companions. In addition to numerous other casualties during the ensuing battle, Han Solo obliviously knocked the notorious bounty hunter, Boba Fett, into the pit with a force pike. However, Fett remained alive and—using his jetpack and weapons—blasted himself out some time later, becoming one of the only beings ever known to escape from a sarlacc's belly alive.

While studying a holographic recording recovered from Fett's helmet camera, Senior Anthropologist Mammon Hoole discovered an unsettling revelation: the beast apparently possessed the ability to telepathically torture its prey. In this recording, Fett appeared to be reacting to stimuli that did not exist, suggesting that sarlacc were capable not only of communication, but apparently of malevolence, feeding off the fears of their prisoners. This led Hoole to classify the sarlacc as a semi-sentient creature. It was also believed that the consciousnesses of the sarlacc's victims joined to create a huge network of awareness. The victims were able to communicate with one another through this ghoulish network. As the sarlacc absorbed the thoughts of its victims, it would become more and more intelligent, to the point where a sarlacc could almost predict what its victims would do in its stomachs to try and escape, or when it was hunting its prey.

The only other being known to have escaped the sarlacc was Zorba the Hutt who was swallowed by the Sarlacc, but was regurgitated shortly thereafter. According to Zorba, the reason for his survival was that no sarlacc could possibly hope to digest a Hutt.

Darth Vader's secret apprentice, Starkiller, was the only being known to have voluntarily journeyed inside a sarlacc, on Felucia. He survived the digestive mechanisms and escaped unharmed.

Another mysterious and unique incident occurred with the Tatooine Sarlacc and a girl called Shaara. While she fell into the Great Pit of Carkoon, she was thrown back out before any attempt was made to digest her, unlike the stormtroopers that had given her chase. There were no clear reasons why the sarlacc had spared her.

The sarlacc of Tatooine identified itself closely with one of its first victims, a Choi named Susejo. Oddly enough, Susejo and the beast had seemingly merged in consciousness to the point where the former could control the actions of the latter.

The fibrous vessels in the stomachs connected victims together. The digestive fluids and the sarlacc's blood traveled through the vessels and into the victims, which were connected in the manner of an electrical current, bringing the victim's minds, thoughts, bodies, and spirits together, keeping them at one with the sarlacc's body, brain, and soul.

Having long admired the patience of the sarlacc, the Jedi Order named a form of lightsaber combat, Shii-Cho, after the beast.

Known locations

\"It's rare for a sarlacci spore to survive a landing in a desert environment; they're best suited to wet environments, though they can survive almost anywhere.\"

- Unidentified Jedi Knight

  • Felucia
    • Ancient Abyss
    • Unidentified sarlacc
  • Aargonar (Also present on Aargonar 3)
  • Chad
  • Taanab
  • Darvannis
  • Dathomir
    • Lesser Sarlacc of Dathomir
  • Duroon
  • Socorro
    • Sarlacc's Peak
    • Socorro sarlacc
  • Tatooine
    • Great Pit of Carkoon
    • Tusken Canyon
    • The Rumbles
    • Ancient Tatooine Ruins
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If the Sarlacc fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"NDQyZDI5MGQ3Y2Fl","name":"Gargantuan Strengt","type":"feat","data":{"description":{"value":"

The sarlacc's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"YmMyNTNlODEzOGI3","name":"Burried","type":"feat","data":{"description":{"value":"

The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"MjhlNzU5Nzk4OTky","name":"Grasping Tentacles","type":"feat","data":{"description":{"value":"

The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"M2Y1MjUxNTVjM2Jm","name":"Multiattack","type":"feat","data":{"description":{"value":"

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The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmQ4ODMwYzM2MDJh","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 60 ft., One target. Hit : 26 (4d8+8) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 30 (4d10+8) kinetic damage.

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

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The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/245_-_Sarlacc_2C_Adult/avatar.webp","effects":[]},{"_id":"ZjVlNzg3MTg2YTA2","name":"Pheromones (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The sarlacc releases pheromones in a 300 foot radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

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The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

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The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

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The sarlacc makes one tentacle attack.

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The sarlacc makes one bite attack or uses its swallow.

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DesignationNon-sentient
Distinctions

Bristled back

Homeworld

Endor

Boar-wolves, also known as borras, were non-sentient, bristle-backed creatures that lived on Endor, a forested moon that orbited the planet of the same name. They were killed for their meat by the Ewoks, a species of diminutive sentients native to Endor. Ewok hunting parties who managed to bring back boar-wolf meat were considered to have been lucky. Some Ewoks also crafted knives from boar-wolf teeth.

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If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Skin colorGolden
HomeworldYavin 4
HabitatRain forest
Diet
  • Fish
  • Weeds

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.

The whisper bird had a distinct low-pitched call. Their ability to fly silently inspired the name 'whisper bird,' and they used that ability when hunting. Wild whisper birds subsisted on a diet of fish and weeds. Though hunters themselves, packs of predatory stintaril rodents would sometimes attack and overwhelm whisper birds while they were roosting.

Following the Clone Wars, the cartographer Auric Graf owned a Mu-class shuttle named Whisper Bird due to its long bronze wings and perched appearance when landed.

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The whisper bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":11,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","token":{"flags":{},"name":"Chemist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HNQcbyvZdYNo4TUX","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2NiZjk0NmFiY2M3","name":"Techcasting","type":"feat","data":{"description":{"value":"

The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points.

The

chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, cryogenic storm

5th level: toxic cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"MzMzZWMwOGJlYzcx","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"OGQxNjY2MzlhMmFl","name":"Hold-out","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/294_-_Chemist/avatar.webp","effects":[]},{"_id":"kIeYB5TaX2T2Abaw","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"OacZYKXgd9KK7P3v","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"8MfPtRv1g8tR1SN8","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"ensoVKfDgriPSNA7","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"11Pq49erI8I1vYS8","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"ll54EaXU6f5txPu7","name":"Condense/Vaporize","type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Zk697eWSqME5gpkF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp","effects":[]},{"_id":"GsUoGJlzhP6QJI8A","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"lIIxn69CaLarUObj","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"eqMxwQq0YSPCpCzu","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"wDu3Kg0eq0gPPQNd","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"NK8usQEJiIGUPG1q","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"SZuHAtygZkZXsMpM","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"4ZYLmVFTTabdHSj4","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"FKW0tbpvTXCKtScl","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"FAo8otpLyhoDkZLQ","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"1p3C6RQuYYZ3QN3P","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"zgAXY76BCxkkODy9","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"aZEflSsaHPGyiZ5j","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"VmxILP4S9H1Syx1o","name":"Protection from Energy","type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3L7XVAEHR87CYNzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp","effects":[]},{"_id":"DO6MiQjwMJmxVADC","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"04sWOGKY1azgzepx","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]},{"_id":"wmvhcKTr0Pta6bbJ","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]}],"effects":[]} +{"_id":"HWgr6D6Md4KDK9cS","name":"Senior Scientist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"fiber armor, light shield generator"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":72,"min":0,"max":72,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 12"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":13,"powerForceLevel":0,"powerTechLevel":18,"xp":{"value":10000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["acid","cold","fire","lightning"],"custom":"Ion, And Sonic Damage"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","token":{"flags":{},"name":"Senior Scientist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HWgr6D6Md4KDK9cS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTQ0ZTQwNjg1NjI1","name":"Techcasting","type":"feat","data":{"description":{"value":"

The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

The scientist knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, kolto reserve, cryogenic storm

5th level: cryogenic spray, toxic cloud

6th level: carbon fog, carbonite, firestorm

7th level: neurotoxin

8th level: incendiary cloud

9th level: carbonite explosion

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"MmZmMGIyYTY1YTE5","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"YTAwOGY3NzZlYTNm","name":"Sonic Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/296_-_Senior_Scientist/avatar.webp","effects":[]},{"_id":"STc8jrimZ8SlDASF","name":"Carbonite Explosion","type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YMMEHilPkH2NTrFI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp","effects":[]},{"_id":"rSQIN8QtHEQ6yRLk","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SE3mktWuG9wEE6R5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp","effects":[]},{"_id":"7yt8c2r5WhwZyaIx","name":"Neurotoxin","type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.0p4YthIRvLrxE1qx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp","effects":[]},{"_id":"J8r0pqj6MmapzpCB","name":"Carbon Fog","type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.iIB2uiS4UZM0Ylvf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp","effects":[]},{"_id":"K7UNdNb5bpzZxsK8","name":"Carbonite","type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6iIYMjmyWE2wqgzf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp","effects":[]},{"_id":"bjQr4jxDMkUlQ8yH","name":"Firestorm","type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xsY1jAc9qw4t308"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp","effects":[]},{"_id":"NausxDBj0RJMiIY3","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"aOOXYxnLzAh4ViNw","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"MmxgeV9jLc7LLGaJ","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]},{"_id":"lPSNlI8M8WUTzZwV","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"sfqmOSixrbHPy15l","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"Lc9Zcn7zhGdgyU6p","name":"Protection from Energy","type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3L7XVAEHR87CYNzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp","effects":[]},{"_id":"Fvrtt7ahCpnIvquV","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"Lhw73RNaPDBjn6j8","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"lkR9Klt5ASGTAvgC","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ORazBSaHWGmGE8xs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp","effects":[]},{"_id":"5Q7J0WeZWoieYnON","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"sPJUfP3Ua5I1BXkb","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"5AGRPPecpGsnTAJn","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"6eC6XVgk12e0GKiZ","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"sQImgiDLt1n6oJP4","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"M5njXSZBmFWw0OK0","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"7zZ5A7NCvBvNuzyg","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"spPxOGsWOWntUNar","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"ln3QlR1rVArdrJKm","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"285xdPV6OIh8aHn3","name":"Condense/Vaporize","type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Zk697eWSqME5gpkF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp","effects":[]},{"_id":"2SLLx8zFMvmLk8B0","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"5ukTwZyiQ2NzBEVl","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"eQAHe2QLydZsusMj","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"ErwRAjn16nFqRxX6","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"eNJ0OEEtquIqGEcP","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":3030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]}],"effects":[]} +{"_id":"HbUpITvKVIk51Luk","name":"Krayt Dragon, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":25,"proficient":0,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"19","min":0,"formula":"natural armor"},"hp":{"value":262,"min":0,"max":262,"temp":0,"tempmax":0,"formula":"21d12+126"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":40,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":262,"min":0,"max":262},"bar2":{"value":19,"min":0,"max":0},"senses":{"blindsight":60,"darkvision":60}},"details":{"biography":{"value":"

\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Average length4,5 meters
Average mass2.000 kilograms
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","token":{"flags":{},"name":"Krayt Dragon, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"HbUpITvKVIk51Luk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzFmYmI5YmIzM2Uy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +12, Reach 10 ft., One target. Hit : 18 (2d10+7) kinetic damage plus 7 (2d6) poison damage.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","effects":[]},{"_id":"YzAzM2RlM2E4NDE1","name":"Tail Stinger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"ZmNiZjRmMTEyYWM5","name":"Berserk Charge","type":"feat","data":{"description":{"value":"

If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"MWMxNWU4OWZiNTcy","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The

wookiee engineer has 23 tech points and knows the

following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"ZDUxZmM5NmQ4N2Zl","name":"Vibroaxe","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","effects":[]},{"_id":"2AxHIArUq1PEMXX7","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"FVi8e9w7Kbdtd5KM","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"e3YJqAAEXUYuzHjf","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"VJapHu3tm8ujXBK2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"Kmtwmirtxy0hKU57","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"L8OAwQaEDL6wZlme","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"pxWKdXQowM5WeqQK","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"33JwsJDFlwWcWHxf","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"uNhtgeLaSahO1ASy","name":"Enhance Weapon","type":"power","data":{"description":{"value":"

An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

\n

Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZgRhvuUTEgv2aZ03"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceWeapon.webp","effects":[]},{"_id":"U49spRnlvmWoKydX","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]}],"effects":[]} +{"_id":"HqtoFp9E2XpbWol0","name":"Junk Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor scraps"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"I created me! They junked me after a century of loyal mechanical service. So I repaired myself.\"

- Proto One

CreatorSelf-made
ClassJunk droid

Junk droid was a common designation for various self-made droids, created from leftover spare parts. Because of their mashed-together programming they were considered dangerous by most civilized people, for they could go on a rampage, confuse orders, or even start building more of their own kind when having enough junk to do so.

History

After the Clone Wars, many groups turned to recycling, rebuilding and re-purposing the enormous amount of broken high-tech machinery left on the ravaged battlefields and on the junk worlds such as Raxus Prime, and Lotho Minor. These junk droids were built out of almost any spare droid and/or vehicle parts and were capable of performing a large variety of tasks. They could be roughly divided into three large categories: regular, brute and behemoth droids. Regular droids, fairly fragile and often equipped with shields, were approximately Human size and shape and generally used for common labor tasks. Brute droids were larger, stronger and solid rather than flexible and used as brute-force bodyguards or beasts of burden. Special-build behemoth droids served as walking power plants or armor carriers. On Raxus Prime, Jedi Kazdan Paratus used junk golems, held together only by the power of the Force. Junk droids were fairly common right after the Clone Wars, but as the supply of high-tech components decreased, so did the population of junk droids. Scrap drones were flying junk golems designed specifically to combat Darth Vader, who Kazdan knew would one day find him. Capable of creating a powerful negative feedback field, they could attack with a beam that drained force energy from its victims.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The junkyard droid makes two blaster carbine attacks or two vibroblade attacks.

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small hawk-bats. The swarm can't regain hit points or gain temporary hit points.

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

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If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

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The wookiee makes two melee or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 9 (1d10+4) energy damage

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The wookiee sprays a 10-foot-cube area within 40 feet Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The Rancor deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","effects":[]},{"_id":"Yzg0NzIwYWJhYmVl","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Rancor fails a saving throw, it can choose to succeed instead.

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The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","effects":[]},{"_id":"ZGMwZmM0NjExNWIy","name":"Frightful Roar","type":"feat","data":{"description":{"value":"

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Each creature of the rancor's choice within 90 feet of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","effects":[]},{"_id":"MDU2NTExZDA0ZjM4","name":"Swallow","type":"feat","data":{"description":{"value":"

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The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","effects":[]},{"_id":"ZjY2ZGE4MDc5OWRh","name":"Attack","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage.

The Rancor makes one claw attack.

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Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage.

The Rancor uses its throw boulder.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

The Rancor makes one bite attack or uses its swallow.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 5 (2d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 15) or become poisoned.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage plus 5 (2d4) poison damage

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The dragon spits its poisonous saliva in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) tocin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","effects":[]},{"_id":"MGJmYzQyODA1YWNj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/290_-_Arc_Trooper/avatar.webp","effects":[]},{"_id":"MmY1N2E3MDY4YjYz","name":"Offhand Blaster pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.


The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for living soldiers.

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When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

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If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

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Ranged Weapon Attack +7, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 240 ft., One target. Hit : 7 (1d8+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

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The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

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The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MjJmMjIzYWE5NjI5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MzQ2ZDgxNTBlYzg1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal makes 2 pseudopod attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTMzYjhiYTM2ZmYz","name":"Pseudopod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"],["2d6","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"NjNlZjg0ZTU1YmY1","name":"Acid Spit","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"NmNmZTMxMzUzMGVj","name":"Engulf","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"ZThhNzVhMzk3Yjll","name":"Infect Host","type":"feat","data":{"description":{"value":"

.

The Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"ZjdiZDBkNjg0MjAz","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MjkzZTM0ZmE2ODZj","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]},{"_id":"MDI3OTVjMGY5ZTY2","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","effects":[]}],"effects":[]} +{"_id":"JlYNFQhxggrilQa5","name":"HK Series, HK-47","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Statement: I see you have purchased me, master. I find this a satisfactory arrangement. Am I to accompany you now? Shall I kill something for you?\"

―HK-47 to Revan

Manufacturer
  • Czerka Corporation
  • Confederacy of Independent Systems
CostNot available for sale (estimated 24.000 credits)
Height1,8 meters
GenderMasculine programming
Sensor colorOrange
Plating colorRusty red
ClassAssassin/protocol droid
Degree4th degree droid

The HK-series assassin droid, also known as the HK series protocol droid, was a series of combination of assassin droids and protocol droids. The series designation stands for \"Hunter Killer,\" befitting their primary functions as assassins. They were originally manufactured by Czerka Corporation, then eventually by the Confederacy of Independent Systems.[2] Their ability to perform the functions of a protocol droid became a major reason for their unmatched lethality, as they could and would often act as normal (if quite sinister looking) protocol droids, thus concealing their true function and allowing them to get closer to intended targets.

History

Old Republic era

The first HK droid was Czerka Corporation's prototype HK-01. This progenitor of all HK-series droids was responsible for the Great Droid Revolution on Coruscant. He was destroyed by the Jedi Master Arca Jeth and the revolt was ended.

Seeing the effectiveness and potential of the HK series after witnessing the havoc HK-01 caused, the Czerka Corporation improved the design into the HK-24 series assassin droid. The HK-24 met little success on the market, as few had want of an assassin droid. Czerka halted production of the HK-24 and sold the entire remaining inventory to Arkoh Adasca, the head of Adascorp. Arkoh deployed the HK-24s to capture Gorman Vandrayk and as guards of various prisoners. The HK-24s were finally all destroyed during the First Battle of Omonoth while trying to protect their owner.

A unique, custom model, HK-47, was constructed by Revan shortly after the Mandalorian Wars using schematics of the HK-24. Despite looking more similar to the HK-01 prototype, HK-47 was much improved over the HK-24, and successfully assassinated several targets, including many Jedi. This was due to HK-47's extensive knowledge of how Jedi behaved and how to best counteract their Force abilities. Due to his large degree of autonomy and adaptive programming, HK-47 went on to become the longest surviving, most infamous, and most effective of the HK series.

Due to the effectiveness of HK-47, Revan also designed the HK-50 series assassin droid. With the HK-50s, Revan improved their armor and weapon proficiency, installing high yield explosives within their chassis, improving their self-maintenance capabilities and removing the static from their vocabulators. While the HK-50s were in many ways an improvement on HK-47, they were designed more for mass casualty infliction than their predecessor as they preferred killing as many targets with as little effort as possible. Originally designed to infiltrate and destroy Republic ships that would not defect to Revan's cause, Revan was defeated before he could deploy them. The HK-50s were instead deployed to capture any survivors of the First Jedi Purge after G0-T0 discovered them. The Jedi exile, Meetra Surik, was the primary target of the HK-50s and they pursued her across the galaxy, killing any who got between them and the exile. Ambushing her on the Republic ship Harbinger, the Peragus Mining Facility, the planet Telos IV, and the moon Nar Shadaa. The HK-50s proved persistent predators, using their greater numbers to their advantage. Sometime after, the Republic banned the ownership, manufacture, and use of HK series droids.

Close to the end of the Great Galactic War, Czerka Corporation manufactured several HK-51 droids at the behest of the Sith Empire. The HK-51s were designed for precision, specific assassinations, instead of mass casualties that the HK-50s preferred. Improving massively over their predecessors, HK-51s came preinstalled with a variety of weapons and abilities. Beyond a 21% improvement in blaster accuracy and thicker durasteel armor over the HK-50 model, HK-51s also came with micro-missile launchers instead of previous model's flamethrowers, a stealth field generator, greater mobility, and improved protocol functions. The HK-51s also had unique failsafes of their programming. The first caused the unit's assassination protocols to degrade, severely affecting their combat performance, until the HK-51 could no longer function at all, unless the HK-51 successfully assassinated a highly important figure in Republic Space. An exploitable flaw in this was that the subroutine did not specify who the target was loyal to. The second was a loyalty subroutine which would cause the HK-51 to be only loyal to a single owner and whoever that owner authorized. This was to prevent the HK-51 from being reprogrammed to assassinate their owner. One of the few, if only, shipments of HK-51s was stolen by the Dread Masters and was shot down onto the planet Belsavis where it sank into the ice. The crash caused almost all units onboard to be irreparably damaged and the ship was undiscovered until years after the war. After the ship's rediscovery, a spacer who would become known as The Outlander managed to repair and reactivate the sole salvageable HK-51 and had the droid serve as their personal assassin and bodyguard during their travels. HK-51 later joined the Eternal Alliance, and was found talking to a drunken Tora who had mistook him for HK-55.

During the Galactic War, a small number of an unknown model HK droids (labeled \"Imperial Shock Droids\") were dispatched by the Sith Empire to help protect a captured smuggler's hanger on Corellia. Despite proving to be tougher combatants than any surrounding Imperial troops, these HK units were destroyed by a trooper from the Republic's Havoc Squad special forces unit.

Sometime after the appearance of the Eternal Empire, a droid called HK-55 was assigned to Lana Beniko as her bodyguard during her mission into Zakuul to free the Outlander. Unlike previous models HK-55 was designed and programmed as a bodyguard, instead of an assassin. His primary programming was to protect those in his charge against any and all threats, as well as assist them with daily operations. Thus his programming was closer to a steward droid that any previous model. After Lana freed the Outlander and their ship crashed, HK-55's sensors detected a massive unknown object with a large power source. He and the Outlander investigated, during which the Outlander inquired more about the droid. After locating the object and identifying it as the mythical \"Gravestone\" starship, HK-55 assisted with its repairs, as well as performing defensive patrols against hostile wildlife or Zakuul military forces. Once the repairs were complete, as well as fighting off the Zakuul forces that discovered them, HK-55 and the rest of the crew successfully managed to escape Zakuul onboard the Gravestone. After escaping into hyperspace (the trip being short-lived due to the Gravestone's hyperdrives being in a poor state of repair), the crew landed at the outlaw port of Asylum. HK-55 accompanied the Outlander on a few of his missions around the port, one of which wound up with a ion wall disabling him and erasing his memory of the past several hours. When Zakuul forces, lead by Emperor Arcann himself, attacked the port, HK-55 and Koth Vortena planted several explosive traps and ambushed teams of Zakuul forces while the Outlander worked to free the Gravestone from Asylum's gravity tethers. HK-55 was seemingly destroyed when he sacrificed himself to save the Outlander by throwing himself between the Outlander and a powerful force attack launched by Arcann. Due to wounds suffered in the battle, the Outlander was unable to recover HK-55's body. If asked if HK-55 had a back up, Lana Beniko responds that he specifically refused to have one made as he did not wish to live forever. SCORPIO quips that the HK-55 was an inferior droid, provoking a death threat from Lana Beniko. The Outlander states that HK-55 died as a true hero.

HK-55 was later repaired (the repairs were a little improvised, presumably due to HK parts being quite rare), but his memory core was beyond salvaging and needed a complete replacement. This left him amnesiac and in need of new assassination protocols. The Outlander helped retrain/reprogram him and he was soon back to combat duty. HK-55 was later stolen by the terrorist known as the Shroud. While making his escape to reunite with the Outlander, HK-55 encountered a duplicated HK-47's head (including memory and personality cores). This explained how HK-47 had been re-encountered across the galaxy, despite being seemingly destroyed several times. The duplicated HK-47 was destroyed when a war bot attacked HK-55. Near his escape, HK-55 fought against another HK-55, one built from copies of his designs, memories, and personality, although this HK-55 was programmed to be loyal to the Shroud. Despite being freshly produced, the duplicated HK-55 is defeated by his template, but not before activating the Shroud's hideout's self-destruct. While the Duplicate shut down from combat damage and was presumedly destroyed in the explosion, the original HK-55 managed to escape and returned to the Outlander's side.

During the war with the Eternal Empire, the bounty hunting guild \"GenoHaradan\" attempted to assassinate the Outlander and Sith Empress Acina on Dromund Kaas. During the attempt, the GenoHaradan deployed several HK units, called GenoHaradan Assassin Units, to assist them in their hunt. These HK units proved outmatched by their quarry and were destroyed.

An unknown HK unit was owned by Sith Master Darth Scabrous. This HK was highly modified (able to withdraw and analyse blood samples with a built in syringe, as well as having several onboard weapon systems like a mortar cannon) and had gained full sentience. Due to this, Scabrous had a restraining bolt installed onto the HK to keep him subservient. During the \"blackwing\" virus outbreak at Scabrous's Sith Academy on Odacer-Faustin, the HK's restraining bolt was removed. He swiftly rebelled against his former master by assisting several of Scabrous's prisoners escape the Academy. To prevent his new-found allies' ship from being shot down by the Academy's defense cannons, the HK sacrificed itself by reprogramming the cannons to fire on Scabrous's tower (where the cannon's controls, and the HK itself, were located). A unique quirk with this HK unit was that, once its restraining bolt was removed, it ceased to preface its dialogue with the purpose of the sentence (i.e. Statement, Query, Thinly-Veiled Mockery, etc).

Clone Wars and Galactic Civil War history

Eventually, the knowledge of the HK series became lost to time. This was until members of the Confederacy of Independent Systems discovered the wreck of a ship on Mustafar that contained the deactivated HK-47. Quickly realizing that HK-47 was superior than any droid they had ever seen (due to them activating HK-47 and the ancient droid proceeding to effortlessly slaughter several engineers and B2 battle droids), the engineers proceeded to build newer models that combine elements of HK-47's design with designs from their current battle droid models. They produced several prototypes including: HK-57s, HK-58 Aurek and HK-58 Besh, HK-67s, and the HK-Taskmaster, before settling with the HK-77s. These versions of the HKs were more similar to battle droids than their predecessors were, being meant for more frontline combat. They had blasters attached to the ends of their arms, hindering them from posing as protocol droids, and they were not as deadly or armored as their predecessors. Unfortunately for the Separatist engineers, Darth Vader arrived on the planet under the orders of the newly christened Emperor Palpatine and killed every member of the engineering team. HK-47, having had his data drive, behavior core, and personality core uploaded to the ship wreck before his body was taken by the engineering team; as well as the new HK battle droids, lay undiscovered for over 20 years. Upon rediscovery by a group of spacers, HK-47 managed to convince them to help him take control of the old droid factory. The group succeeded in their missions, only to be double crossed by HK-47. He used the droid factory to create a new body that was similar to his old one, installed himself into it. HK-47 then went on to gather all the old droids, including the various HK battle droids, to begin a war with all organic life. HK-47 ultimately failed as the spacers managed to destroy his factory, his army, and his body; but not before he managed to upload his consciousness to parts unknown.

Several HK-77 units were later recovered from Mustafar. Many of these units were reprogrammed and refitted as fire fighting droids via replacing their blasters with fire extinguishers and coating them in heat resistant chemicals. Another popular modification among the criminal underworld was to replace a HK-77's blasters with hands, increase their ability to calculate odds, and install data of gambling games, before using them as proxies for gambling events.

In the aftermath of the Battle of Hoth, several HK assassin droids were spotted on the ice planet.

HK protocol pacifist package

Sometime during the development of the HK-series, a module was developed that suppressed a HK's combat and assassination protocols. It appears to have been made to convert HKs into regular protocol droids, as opposed to their dual nature of assassin/protocol, probably in an attempt to better market the units.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the assassin droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin droid that isn't incapacitated.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

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The assassin droid makes three weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The assassin droid makes one weapon attack.

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The assassin droid makes a Wisdom (Perception) check.

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The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes. 

Swoop

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A swoop, or swoop bike, was a type of repulsorlift\nvehicle designed for speed. In essence, it was a more\ndangerous version of a speeder bike that both its\nenthusiasts and its detractors described as an \"engine\nwith a seat.\" Although more powerful than speeder\nbikes, swoops were crude and lacked nesse. They\nwere hard to control, requiring instinct, strength, and\ntiming. Swoops were capable of traveling at over six\nhundred kilometers per hour. While some could travel\nseveral hundred kilometers above a planet's surface,\nthey generally kept a low altitude.\n

\n\t\t\t\t\t

Swoop races were popular on many planets across\nthe galaxy and were loved for their excitement and\noutlaw image. Swoops were to speeder bikes what\nairspeeders were to landspeeders. Swoops were often\nused by gangs and criminals, and such organizations\nbore the mantle of swoop gang. After the Galactic\nEmpire outlawed podracing, swoop racing became the\nfavored alternative. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.

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The enforcer has advantage on saving throws against being frightened.

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The enforcer deals one extra die of damage with its weapons (included).

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When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

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.

The enforcer makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ManufacturerBlasTech Industries
TypeBlaster cannon

The Ax-108 \"Ground Buzzer\" surface-defense blaster cannon was a type of blaster cannon and the primary antipersonnel weapon of the Millennium Falcon during its ownership by Han Solo. It could be manually operated or set for automatic targeting. The blaster cannon was manufactured by BlasTech.

Description

The \"Ground Buzzer\" had a rate of fire of 12 energy-bursts per second.

The \"Ground Buzzer\" aboard the Millennium Falcon could be operated manually from either the cockpit or by a handheld remote, or automatically via the ship's computer. In the latter instance, the Ground Buzzer's targeting computer was programmed to not fire at the Falcon's crew or allied forces, and it was also programmed to avoid hitting any part of the Falcon, including the ship's landing legs. The weapon was included with targeting sensors that sought out energy signatures from enemy weapons, with the built-in computer also determining which targets pose the most immediate threat prior to opening fire. It was also installed with a dedicated generator that ran independently from the Falcon's generator, in order to ensure that the weapon is still operable even if the Falcon's other electrical systems were shut down or otherwise have been temporarily disabled.

History

Han Solo, when making preparations for the Millennium Falcon to escape Hoth during the Battle of Hoth with Leia Organa, C-3PO, and Chewbacca, utilized the \"Ground Buzzer\" to hold off an advance of Snowtroopers from the 501st Legion long enough for the take-off preparations to be completed. Just prior to activating the cannon, Solo, in response to Organa's protest that the Falcon cannot get past the Imperial blockade, commented that the ship still had its surprises. Solo had implemented the blaster cannon onto the Falcon as a concealed weapon specifically to discourage sneak attacks while the Falcon was grounded.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The sentry gun uses its Intelligence modifier for attack, damage, and initiative rolls.

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.

The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","effects":[]},{"_id":"OGY2NTExZGNjMGE1","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner.\"

- Joke told by Rebel forces on Endor

ManufacturerAratech Repulsor Company
ClassSpeeder
Cost
  • 8.000 credits (new)
  • 1.800 - 3.000 credits (used)
Length3 - 4,9 meters

The 74-Z speeder bike, sometimes referred to as the Imperial speeder bike due to its use by scout stormtroopers of the Galactic Empire, was a speeder bike manufactured by Aratech Repulsor Company used for reconnaissance purposes, as well as rapid transportation in combat zones.

Characteristics

They were capable of reaching speeds up to and beyond five hundred kilometers per hour, and had a flight ceiling of twenty-five meters. 74-Zs were the military variant of the civilian 74-Y. They were controlled by handlebars located towards the front of the vehicle, and foot pedals slung underneath adjusted speed and altitude.

The highly maneuverable vehicles were equipped with sensor and communications devices located between the handlebars, including a comlink and a comlink-jamming device. The speeder was equipped with terrain-following sensors that linked up with the HUD in the driver's helmet.[10] They were armed with a forward rotating blaster cannon for combat.

They were also equipped with a very powerful boost that could propel them over vast distances in a shorter amount of time. In addition, the 74-Z was stripped down to just its fundamental components, namely the engine and steering vane, in order to increase its overall speed, and as such a single, scaled-down, forward-facing blaster cannon was fixed on the undercarriage. Rebel ace pilot Wedge Antilles admitted that he was uncomfortable piloting them due to being essentially an engine and a steering vane.

History

Used by the Galactic Republic during the Clone Wars along with the younger BARC speeders, these speeder bikes saw action on many worlds. The bike was first used during the Battle of Geonosis. The 74-Z was capable of being deployed from LAAT/i gunships. On the planet Saleucami, Jedi Master Stass Allie was killed by her own troops while riding a 74-Z bike. It was also used by the Confederacy of Independent Systems.

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The construct suppresses all electronic communications devices within 60 feet of it.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its blaster cannon.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The narglatch was a stealthy apex predator which could be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of Orto Plutonia.

DesignationNon-sentient
ClassificationFeline
Average length6,23 meters
Homeworld
  • Naboo
  • Orto Plutonia

Biology

The narglatch male had additional fleshy spikes, while females were smoother and slightly smaller. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

Males and females only commingled during mating season. Females were more fierce hunters than males, but males could chase a female from her kill.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.

History

On the frozen world of Orto Plutonia, the narglatch were used as mounts by the primitive Talz. On Naboo, the Gungans would ride the sure-footed beasts across their planet and into battle. Though strong and fierce, the narglatch could easily be felled by blaster fire. The Orto Plutonian variety of narglatch was differentiated from the Naboo by a mane of fleshy tendrils or protrusions.

Cubs were frequently seen as cute and taken as pets, but became very dangerous as they matured. Escaped narglatches were a threat on Coruscant.

Circa 1 ABY, the hunter Walker Luskeske asked a spacer to kill narglatches in the Gallo Mountains on Naboo and bring him fangs as trophies. In the meantime, a shuttle crashed in the Gallo Mountains. Tanoa Vills requested a spacer to eliminate rabid narglatches, including Grizzlefur, that gathered at the crash site in order to salvage research equipment.

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While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

  • Bolgoink clan (Gamorr)
  • Bk'trugh clan
  • Gakfedd clan (Pzob)
  • Glonnk clan (Gamorr)
  • Groogrun clan (Gamorr)
  • Jugsmuk clan (Gamorr)
  • Klagg clan (Pzob)
  • Norgk clan (Gamorr)
  • Rogak clan (Gamorr)

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

  • Arg'garok vibro-axe (mid-range)
  • Blaster carbine (long range)
  • Cleaver (short range)
  • Dueling knife (long range)
  • Power gauntlets (special)
  • Thogk club (short range)

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d10+6) kinetic damage

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock can survive in any type of atmosphere or vacuum.

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If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

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The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained. The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

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When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

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The assassin droid makes two leg slash attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

This droid swarm appears in any space within 5 feetof the assassin droid.

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\"Is that… the head of an old tactical droid?\"

\"These droids were great at finding things, calculating. Found my master and I a few times when we didn't want to be found.\"

- Kanan Jarrus and Ahsoka Tano

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine or feminine programming
Sensor color
  • Red
  • White
  • Yellow

T-series tactical droids, also referred to as T-1s, were a model of tactical droid manufactured by Baktoid Combat Automata. Used by the Confederacy of Independent Systems during the Clone Wars, T-1s aided in the coordination of their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis and Ryloth, as well as the Second Battle of Geonosis.

Ruthlessly intelligent, T-1s mostly steered clear of the war's front lines and instead commanded their troops from various Separatist headquarters. They exhibited independence larger than that of their B1 battle droid comrades and, although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, remnants of the T-series could still be found well into the Imperial Era. During the early rebellion against the Galactic Empire, former Jedi Padawan Ahsoka Tano provided the crew of the Ghost with the head of a T-1, to aid them in their search for former Clone Captain Rex on Seelos.

Description

\"I calculate the remaining clones are attempting a desperate final offensive. Their chances of success against us are 742 to 1.\"

\"You had better be right.\"

\"I am a droid. I am always right.\"

- TX-20 and Emir Wat Tambor, during the Battle of Ryloth

T-series tactical droids, also referred to as T-1s, were humanoid fourth class tactical droids standing at a height of 1.93 meters tall. They were manufactured by Baktoid Combat Automata, the company that also developed the B1 battle droid, among a host of other droids specialized in warfare. Compared to the standard B1s who served under them, they were boxier in appearance and often sported varying color schemes.

T-1s were designed to avoid the front lines and calculate battle strategies from the safety of flagships or other fortified locations. They were prone to expressing their superiority over all other droid models, due to their often high positions in military hierarchy. They were even known to sacrifice a large number of their own troops if they got in the way and leave behind their superior officers to survive. Additionally, their reliance on precise calculations meant they lacked imagination when dealing with unexpected situations, and soon enough the Galactic Republic began to exploit this in the Clone Wars. Although they were rarely seen engaged in combat, some T-series were observed wielding E-5 blaster rifles.

History

Clone Wars

\"I calculate they will reach the main gates by morning. I recommend we prepare a retreat.\"

- TA-175 to Wat Tambor, during the Battle of Ryloth

T-series tactical droids served an important advisory role among the forces of the Confederacy of Independent Systems during the Clone Wars against the Galactic Republic. Highly intelligent, they were often given full authority over Separatist military elements by their commanding officers. The droids were utilized in many early battles of the war including the Battle of Christophsis and acted as both commanders of the Separatist Droid Army and the Confederacy navy. In 21 BBY, at least three T-series tactical droids were used by the Separatists during the Christophsis campaign. TI-99 served Harch Admiral Trench aboard his flagship, the Invincible, and fortified the Separatist blockade above the planet. Additionally, TJ-55 and his battalion of droids thwarted a Republic ambush in the capital city of Chaleydonia and another T-1 served under the command of Supreme Leader Asajj Ventress.

During the Battle of Ryloth, TX-20 demonstrated the T-series' capacity for ruthlessness, in the Separatist defense of the city of Nabat. Using the city's population as living shields against the Republic's clone troopers, he forced the Republic forces to enter Nabat without explosive devices. Ultimately however, TX-20's arrogance blinded him and he underestimated Jedi General Obi-Wan Kenobi and his own Twi'lek prisoners, which consequently cost him his life. TA-175 also served the Separatists during the Ryloth campaign and acted as Emir Wat Tambor's adviser after TX-20's destruction. From his headquarters in Ryloth's capital city of Lessu, he recognized the threat of the Republic presence on the planet. When Count Dooku ordered Tambor to withdraw from Ryloth, TA-175 was eager to obey the Sith Lord. He eventually subverted Tambor's command when forces led by Mace Windu and Cham Syndulla attacked the capital, and left the emir to be captured by the Republic. Eventually, a T-series tactical droid was a prisoner in the Republic Center for Military Operations.

In response to their inflexibility, the new super tactical droid model was introduced as an improved successor to the T-1s during the war's later stages. These new droids were larger, more resistant to damage and even considered themselves superior to their organic counterparts. The T-series continued to see use in the war despite the super tactical droid's introduction, as several served during the Battle of Anaxes in 19 BBY. One such droid reported directly to Admiral Trench, who led the Separatists' campaign there.

Early rebellion against the Galactic Empire

\"How in all the galaxy is that droid gonna find your friend?\"

- Ezra Bridger to Ahsoka Tano

In the final hours of the Clone Wars, the newly christened Sith Lord Darth Vader sent a message to the Trade Federation on behalf of Darth Sidious, which called for the deactivation of the Separatist Droid Army. Despite this, former Jedi Padawan Ahsoka Tano obtained the head of a T-1 at some point in time. During the early rebellion against the Galactic Empire, Tano became an integral part of the Phoenix rebel cell. In 4 BBY, she gave the T-series head to the Spectres to aid them in their search for her friend, former Clone Captain Rex, on the planet Seelos. The Spectres were able to feed the head power, at which point it scanned for a signal while simultaneously listing a set of numbers over and over again: 7567. Unbeknownst to the Spectres, the numbers were a reference to Captain Rex's former clone trooper designation and shortly thereafter, the Spectres homed in on a modified AT-TE, the source of the signal and Rex's new home.

","public":""},"alignment":"Lawful Dark","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":1,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Galactic Basic, Binary, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":16,"prof":2,"total":6},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","token":{"flags":{},"name":"T-Series Tactical Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"KdrcYlvQlEOTAyJg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmIzMWQyNzU5ZTUw","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"MTNjNzE4ZDI5MDY1","name":"Innate Tech-casting","type":"feat","data":{"description":{"value":"

The T-series Tactical droid can innately cast the following tech powers (tech save DC 14): assess the situation, encrypted message, on/off, alarm, element of surprise (3/day), repair droid, stack the deck

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZjNiZWJkMDA0ODky","name":"Predictive AI","type":"feat","data":{"description":{"value":"

The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZWE4OWQ3MGM4YWZj","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/194_-_T-Series_Tactical_Droid/avatar.webp","effects":[]},{"_id":"N5ElVZpYltbvZzF0","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"lhBHrzhJUBn1Pc6b","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"wa2b2YgPjzPNrcVU","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"AT4akZqm39g1jYfp","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"EM9spF3JJG9ZpWbN","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"YAR6Zer9Pn6ZYY1b","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"SxIJp8h2vXQetyDR","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]}],"effects":[]} +{"_id":"Kkgdr8RZMkCjprAq","name":"Jedi Youngling","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":10,"min":0,"formula":""},"hp":{"value":4,"min":0,"max":4,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":5,"min":0,"max":5,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":4,"min":0,"max":4},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.


The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.


The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

","public":""},"alignment":"Lawful Light","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":"0","powerForceLevel":1,"powerTechLevel":0,"xp":{"value":10},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Any One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ani":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"nat":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":15,"prof":4,"total":5},"prf":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"slt":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":1,"passive":12,"prof":1,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","token":{"flags":{},"name":"Jedi Youngling","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Kkgdr8RZMkCjprAq","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"ZmZhMmE0NmJiZmYy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull

1st level: breath control, disperse force, heroism, sense

emotion, sense force

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"NTdiMzk5ODYzMmEz","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"NTFkMmRhNDAwMTdh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"ZjdmMjljYzkzZTQ5","name":"Shoto Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/319_-_Jedi_Youngling/avatar.webp","effects":[]},{"_id":"CBrBQjqgUCwea3rv","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"98UEtXIeJhpHyJdX","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3T4VGBLRz2dinqO3","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"T25SXGr198CvzKtM","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"f2hEBmuCSswHuIKl","name":"Disperse Force","type":"power","data":{"description":{"value":"

Prerequisite: Saber Ward

\n

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ebWGew0oR2CG7S43"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VONtGTOsOmtOkM1c","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"azqw5czgtgomxjJw","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Tzi1Uy3vwuKrNPGo","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"Kxc43FW8OD7EV7xo","name":"Aryx","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10+3"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":19,"min":0,"max":19},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"
\"Skkrrreee!\"
- Ki-Adi-Mundi's aryx attacks several thugs
DesignationNon-sentient
ClassificationBird
Feather colorBlue and white
Eye colorBlack
Homeworld
Cerea
DietCarnivore
Aryx were a species of non-sentient, warm-blooded avians that lived on the planet Cerea. The species was carnivorous, and when at full height, aryx were far taller than Cereans, the sentient species with which they shared their homeworld. Aryx possessed a large yellow beak and a pair of black eyes on their head as well as a large tuft of feathers at the back of their skull. Feathers also covered the rest of their bodies, including a pair of wings on either side of their torso, but excepting the aryx's pair of legs, which were yellow in color like their beak. Each leg ended in three digits, two at the front of the foot and one at the back, each of which had a black talon at its end. Aryx feathers could be white and blue in color, with some individuals having only white feathers and others having a mix of the two colors.

Aryx were domesticated and ridden by the Cereans, who used them as individual transports when moving around on the vast grassy plains of their homeworld or within cities. Whilst being ridden, the birds wore saddles for their riders to sit on and had reins for the rider to control them with attached to their beaks. One Cerean who rode an aryx was the Jedi Knight Ki-Adi-Mundi whilst he was on Cerea. He rode it after returning to the planet shortly after reaching knighthood in the Jedi Order. During this visit, he was accused of murder but was acquitted and sent to capture the true culprit, another Cerean, named Maj-Odo-Nomor. Whilst attempting to track down Nomor, he rode his aryx to Outsider Citadel, a city built for off-worlders on Cerea, to meet an informant who might be able to help him with the case. Whilst he was there, a group of thugs attacked the Jedi, who used the Force to summon his aryx to defend him. The bird attacked the thugs and was able to wound several of them with its talons and throw others away from the combat. After the fight, Mundi calmed it again with the Force.
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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

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The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

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The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Ewok Warchief regains 10 hit points.

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The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

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The Ewok Warchief makes two attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage plus 7 (2d6) poison damage

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The Ewok Warchief makes 4 attacks.

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\"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'\"

- Industrial Automaton investigators after interviewing 4-LOM

ManufacturerIndustrial Automaton
ClassProtocol droid
Degree3rd degree droid
Height1,6 - 1,67 meters
Sensor colorMetallic green
Plating colorGrey

The LOM-series protocol droid was a protocol droid series produced by Industrial Automaton to compete with Cybot Galactica's popular 3PO-series protocol droid.

Characteristics

A model of third-degree protocol droid, Industrial Automaton's LOM-series were designed for the niche alien market, just as Cybot Galactica had attempted with the PD-series protocol droid. If their droid proved successful, Industrial Automaton planned to introduce a Human-based protocol droid within two years. The LOM unit was humanoid in form, but the head, with its large, compound eyes, was structured to look familiar to such insectoid races as the Brizzits, Verpines, Gand, Yam'rii, Vuvrians, and Xi'Dec.

History

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed. The exploits of the notorious bounty hunter 4-LOM did little to elevate the series' status in the eyes of the public.

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If the droid fails a saving throw, he can choose to succeed instead.

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The droid makes two blaster rifle attacks.

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/313_-_Geonosian_Warrior/avatar.webp","effects":[]}],"effects":[]} +{"_id":"LiJqFN1m1IamQ2yB","name":"Black Market Lab-Tech","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"fi\u0000ber armor+light shield generator"},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":20,"min":0,"max":20,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Two Others"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","token":{"flags":{},"name":"Black Market Lab-Tech","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LiJqFN1m1IamQ2yB","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDY1NzNlYzNmYTE1","name":"Techcasting","type":"feat","data":{"description":{"value":"

The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image, scorching ray

3rd level: sabotage charges, scramble interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","effects":[]},{"_id":"MmU1MDgyNDAyYzI5","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZTc2NzQxODA5ZTVm","name":"Poison Spray","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/422_-_Black_Market_Lab-Tech/avatar.webp","effects":[]},{"_id":"rGxag4VebX4u5bKP","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"lyNcp1JM68z25sHN","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"slv1jXs2VLzrMGcF","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"ldElEGRkJgCetWNe","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"QgxTUUdA0C6psLLr","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"Q9XPEbzcs2G8kNgK","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"gVHlp04mOn4gqUod","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"YT1BKwdXVcmQ6hxC","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"m3zGNSYflBmTLMKr","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"vCyo5C5jA2lDJGxC","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"WRnoJG0Kuh2FeEVh","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]},{"_id":"fa5ti8faMI2uyl0K","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"5EQFU5uIwFeqcl7h","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Dark","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":19,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","token":{"flags":{},"name":"Corporate Chief Officer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LsAz6vNYLxfyi9a7","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGFkYWJhNDlmNzhh","name":"Techcasting","type":"feat","data":{"description":{"value":"

The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"MDgxZWE5YmJkZjA2","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The chief officer has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"NmQ2ZjRhNDQ3MmYy","name":"Electric Field","type":"feat","data":{"description":{"value":"

When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"NWY4NzNiYzFkMjZk","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"Yzg4YzA4YzZlMWM1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The chief officer makes three Electrobaton attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWNhMDdlMGQ4NDli","name":"Conquering Presence (1/Day)","type":"feat","data":{"description":{"value":"

.

Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"YTM0ZjJkNWVhMjZk","name":"Electrobaton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","effects":[]},{"_id":"fnkUFrPgwFI0HMFR","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"najv23fijFA20Ln1","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"jCvqwtD2VWyzorCz","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"fjwceCSlv4col2Ur","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"n8dTitdzQ0cTLCOM","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"RWCOsSziPz0TW541","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"H2VDyNqvFp5bxYT0","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"cX8uicFqnT2Yi0WJ","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"iBzcWCUR3dv5Qx4D","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"oUHnsG9IDjca1DvQ","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"SGV8WUuXU93wjKlP","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"n6gORqR4xIrRgW3A","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"Xl9b3orgKj5eeWjr","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"cgx6bcPXsPYXMDPx","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"V9yJkP6wUiNJYBz6","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"xPhmx5VkHpRHEIgQ","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"aTyn6lhsasa6EIVI","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"qm6KSF5XYZW5zvKS","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"tDE3spWqEOeXXEdh","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"MiXOzdeRFgbN3QrF","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"iGOv9xEbcG7tJuvn","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"0eCS1NMj0AAy79Fm","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"9FKminpf5YRi7kmF","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.GqlEFPr0SNjeNnXY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp","effects":[]},{"_id":"JAraDvNAwHEDjMdb","name":"Cage","type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.a4nZ05eHgTXZo4TU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp","effects":[]},{"_id":"sqOHtP2l3ddfrvnR","name":"Scrambling Field","type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QXBHocnHw8ErKZSK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp","effects":[]},{"_id":"tyKs5eLHs4VnhuPS","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} +{"_id":"MxiSEKWQzAAYNWQm","name":"JK-13 Security Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d10+40"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Among smugglers and the lower classes, some call them 'Jedi Killers'.\"

- Lido Shan

ManufacturerCestus Cybernetics
ClassSecurity droid
Cost80.000 credits
Height1,5 meters

The JK-13 security droid, unofficially known as the \"Jedi Killer,\" was a JK-series security droid manufactured on the planet Ord Cestus. These droids rose to prominence during a time when they were threatened to be converted into combat droids.

Characteristics

The JK-Thirteen appeared chest-high and divided into sections, giving it a spider-like appearance in its attack mode. So much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy and defeated them allowing Obi-Wan Kenobi and many Desert Wind members to escape from the surprise attack. Its primary weapon was a set of stun tentacles extending from virtually every point on its body: these tentacles could be used to cut an opponent or deliver a disabling charge. Its primary defense was a deflector shield generator-like technology that allowed it to absorb blaster bolts and presumably other weapons fire before it even came into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 was unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which could become a fine strand or thicker rope or cable as needed.

The JK-13s were bio-droids: they used a living circuit design incorporating organics into the core processor, which was actually a life-support unit for a creature known as a dashta eel. Because the eels were Force-sensitive, they granted the droid some measure of precognitive abilities. This, in turn, granted it great combat ability; a JK-13 was able to defeat both a destroyer droid and even an ARC trooper nicknamed Sirty, but was defeated by Jedi Master Kit Fisto, though not with ease. Also, it took Obi-Wan Kenobi two energy weapons (his lightsaber and a lightwhip) to defeat it. It was later revealed that the Dashta eels could not kill another sentient being without going insane, meaning that the droids could never be deployed as combat units.

They sold faster than they could be produced, and cost 80,000 credits during the Clone Wars. They were assembled by Clandes Industrial in the city of Clandes.

History

The droids became important when Count Dooku employed them in a devious trap for the Galactic Republic. He circulated rumors that he planned to buy tens of thousands of the droids, clearly a grave threat to the Republic. He even sent out a prototype to attack Jedi Master Devan For'deschel, who lost an arm to the droid. The Republic responded by sending Jedi Generals Kit Fisto and Obi-Wan Kenobi to Ord Cestus to resolve the issue, because had the JK participated in the war, it would have been one of the most dangerous droids in the army of the Confederacy of Independent Systems. However, it was later revealed that the droids could neither be modified for lethality nor produced in great numbers, and that Dooku, in fact, had no real plans to do so.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances. Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

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JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet casts a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

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The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 11 (3d4+4) kinetic damage.

The target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage

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\"I am C-3PO, human-cyborg relations.\"

- C-3PO

ManufacturerCybot Galactica
ClassProtocol droid
Height
1,7 meters
Weight77,6 kg
Cost3.000 credits
Plating Color
  • Gold
  • Silver
  • White
  • Red
  • Black
  • Jade
  • Blue
  • Blue and gold
  • Green
  • Purple
  • Gray
  • Aqua

The 3PO-series protocol droid was a Human-cyborg relations protocol droid produced by Cybot Galactica. The model series had very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

One of the most famous droids of this series was C-3PO, one of the heroes of the Rebel Alliance.

History

Manufactured by Cybot Galactica on the factory world of Affa, the 3PO-series protocol units were considered the most advanced Human-cyborg relations droids in the market for over a hundred years. Production on the line began at least as far back as 112 BBY and continued well into the time of the New Republic.

The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New Republic.

Features

The typical 3PO-series droid stood at approximately 1.7 meters in height with a humanoid build. Most units were programmed with a subservient, service oriented personality and a typical 3PO unit would never attack, under any circumstances even if it was in self-defense.

With its standard components (head, torso, legs, arms and hands), a typical 3PO unit would weigh around 77.6 kg, and its maximal speed was 21km/hr.

Each droid was equipped with a SyntheTech AA-1 VerboBrain making them capable of storing enormous amounts of information, the additional memory space was often used to keep communication modules in the active memory so that long delays could be avoided while searching for linguistic information on mid-translation. A TranLang III communications module allowed them to be fluent in over six million forms of communication, even if they could not respond in all of them for a lack of proper communication appendages. They also had the skills necessary to quickly analyze new unregistered languages and translate them into more well-known ones.

They were even provided with an olfactory sensor that allowed them to comprehend pheromonal communication. Other useful features were a factory-standard restraining bolt mount, and the fact that their shutdown switch was conveniently located at the back of their neck, on a very easy to reach place.

Some models, such as the pricey E-3POs, also included the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

Color variations

Droids in the 3PO-series came in a variety of colors, the most usual being gold, silver and white. Their colored plating, however, was known to be prone to corrosion.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Smugglers

A smuggler, also known by the euphemism free trader,\nis someone who engaged in the clandestine shipment\nof goods or people to prevent taxation or some other\nimpediment. The goods shipped are often highly illegal\nor banned in some sectors. Weapon smugglers are\nreferred to as gun runners.\n

\n\t\t\t\t\t

By far the most commonly smuggled substances are\nvarieties of spice. Although most kinds of spice are\npsychoactive drugs, and most forms were illegal under\nthe Empire, the government's main concern is not to\nstem the ow of spice, but to collect taxes from its\nshipment and distribution through legitimate channels.\nWeapons were another commonly smuggled\ncommodity within the Empire, whose bureaucracy\nstrictly controlled weapons availability in order to\nprevent criminals and insurgents, in particular the\nRebel Alliance, from becoming signicant threats.\nOther cargo for smugglers include chak-root, stolen\nmerchandise, and even clear water. In extreme\nsituations, smugglers delivered standard resources or\nfood. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NWFjNzE2M2ZmYzZk","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"OWRlMTM3MjRmNWZk","name":"Bad Feeling","type":"feat","data":{"description":{"value":"

When the Smuggler rolls for initiative, it can move up to 30 ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"NzVlYjIzMmMzMTZm","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points).

The

Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud,stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"YzZlNTI0YTU0Zjli","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZjEyMmJmYjJlNmM5","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes two weapon attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTg0YWU4Y2YxZmU0","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"NzgxMzZlMjU2ZGIy","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","effects":[]},{"_id":"DuV3Kxfm6pGgEyfY","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"nYmd8IU5CWRmUbKp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"yCJbBcMpDBsy7ra5","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"oh2wGe7tbXS2yBVD","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"SDnOljiznwbIcygC","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"4FbtVBirvBBcBRz3","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"u4RUfPzPTz8SsdPW","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"2PcZxgpaedH4w4Qp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

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You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

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Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

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Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

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A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

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You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"rG00gxN098jqCj16","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

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Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

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CreatorKazdan Paratus
ClassJunk droid

Junk behemoths were a type of junk golem found on Raxus Prime after the Clone Wars. They usually served as walking power plants or armor carriers.

History

Jedi Kazdan Paratus used junk behemoths he created to protect his Temple on Raxus Prime, especially from Rodian scavengers. Unlike other junk droids made of salvaged scraps, his droids were held together by the power of the Force.

Each junk behemoth, like other junk golems, was constructed out of scraps lying around the Raxus Prime surface by Kazdan Paratus. They were slightly larger than the Scrap Guardian, but were second in size when compared to the Junk Titan. Junk behemoths were used to hold back Galen Marek in his attempt to raid the Raxus Prime Jedi Temple and kill Paratus. Galen ran into two of the make-shift droids before encountering Paratus himself. Paratus used pieces from old Separatist droids to construct them; the CIS logo was visible on the chest, and the arms were the wings of vulture droids.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/182_-_Junk_Behemoth/avatar.webp","token":{"flags":{},"name":"Junk Behemoth","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/182_-_Junk_Behemoth/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"NcHEI2jdCjuaMES4","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OTY0OGVmMTJhYzUy","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/182_-_Junk_Behemoth/avatar.webp","effects":[]},{"_id":"N2M3MjU0NThjNmQ0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The junk behemoth makes two blaster cannon attacks or two slam attacks.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/182_-_Junk_Behemoth/avatar.webp","effects":[]},{"_id":"NzNkMjQzNGVlY2Iz","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/182_-_Junk_Behemoth/avatar.webp","effects":[]}],"effects":[]} +{"_id":"Ncauo9ovN7gpWVpY","name":"Anooba","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"5d10+9"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 13"}},"details":{"biography":{"value":"

Anoobas were mammals that lived throughout the Outer Rim Territories. Wild anoobas traveled in packs of 10 to 12 members.

Classification

Mammal    

Distinctions

Lower jaw

DietCarnivore

History

The bounty hunter Embo owned an anooba named Marrok, while the Phindian Osi Sobeck kept a pack of dark anoobas which he used to hunt down fugitives on the planet Lola Sayu.

Sabine Wren, a Mandalorian and member of the Ghost rebel crew, painted an anooba insignia on her armor

Around 34 ABY, Dok-Ondar kept a stuffed Anooba head mounted on the wall of his store.

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\"Oh! It's a nexu – and she has cubs! How cute!\"

\"For creatures with four eyes and a mouthful of teeth, they are rather cute.\"

- Allana Solo and Leia Organa Solo
DesignationNon-sentient
Average height 0,94 meters
Average length1,83 meters (4,51 meters with tail)
Average mass225 kilograms
Hair colorBorn white, age to brown
Eye colorRed
Distinctions
  • Four eyes
  • Spiked spines
Homeworld
Cholganna
Nexu were feline creatures native to the chilly forests of the Indona continent on the planet of Cholganna.

Characteristics

There were other breeds of nexu on Cholganna's other continents, but only the forest nexu had an additional set of eyes able to view in infrared wavelength, which aided in their hunting of bark rats and tree-climbing octopi. They were often exported and trained as security beasts, as used for patrolling on Malastare, or used in arena combat, as seen on Geonosis. Nexu were 4.5 meters long and generally 1 meter tall.

The nexu appeared to be feline in nature, with claws which could slice a Human in half. They had quills along their back, and a long tail that in the wild allowed the nexu to swing from tree branch to tree branch. The tail also split into two equal sections for a better grip on the tree branch they were swinging from. They had extremely sharp instincts and reflexes, although they were known to tire easily, and often used swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs were born pure white.

A particularly stealthy variety was the black nexu; this species was also one of the rarest.

History

Too vicious to be kept in zoos and difficult to train as watch-beasts, they were instead sought after for arena battles where their ferocity was much appreciated by spectators ( It was the most favored monster). This resulted in many big-game hunters making regular visits to Cholganna, hoping to capture a live nexu for export. Many hunters ended up dead however, when tracking prides of nexu, and as a result fees for live nexus often ranged up to half a million credits per animal. Buyers such as Senator Ask Aak of Malastare and Archduke Poggle the Lesser of Geonosis willingly paid such prices however, in order to add these magnificent creatures to their collections.

In 32 BBY, after the Invasion of Naboo by the Trade Federation, the bounty hunter Jango Fett faced many nexu on his visit to Malastare, during his hunt for Komari Vosa.

A nexu was used during the attempted execution of Padmé Amidala prior to the outbreak of the Clone Wars, and its actions could be considered typical of the species. It would climb towards its victim, strike, then return to the ground quickly, waiting to see if its enemy would strike back. It was an extremely aggressive creature, snapping, clawing and roaring in the general direction of Amidala. When a Geonosian guard attempted to direct it with a blast from his static pike, this only served to irritate the creature further and the guard was quickly devoured. An agile hunter that sacrificed bone mass for speed, a kick from Amidala knocked it down, weakening its tender body greatly. A reek, steered by Anakin Skywalker, finally rammed the stunned nexu, killing it instantly.

After asking for a pet for years, Skywalker and Amidala's great-granddaughter Allana Solo was given a nexu cub in 43 ABY. This was after Leia Organa Solo killed the baby nexu's mother to save an Ithorian, who was under attack from the creature at the Coruscant Livestock Exchange and Exhibition. She named the baby cub Anji.

By 130 ABY, wild nexu were a common and dangerous sight on Coruscant and tourists were advised to stay with their groups when sightseeing on the capital. The nexu were usually seen in areas of the planet still scarred by the Yuuzhan Vong war, a hundred years prior.
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If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

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If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

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The nexu can make two claw attacks.

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DesignationNon-sentient
Homeworld

Naboo

DietOminvore

Clodhoppers were omnivorous and dim-witted flightless avians from Naboo. A clodhopper was rarely more than three feet tall, but they fed in swarms, becoming a real menace. They were protected by tough, durable skin. A noteworthy attribute of the clodhopper was its ability to spawn two hundred young in only two days, all of which spent most of their time eating.

On Naboo, clodhoppers had natural predators like narglatches of any age, and even Gungans sometimes hunted them because of their meat (which made tasty snacks) and their thick skin (which was used to make musical instruments). Some centuries before the Battle of Naboo, however, the flightless birds were exported to other planets, which caused the utter devastation of entire colonies. Its export has been strictly forbidden since, under the maximum punishment allowable by law.

The colony at Corva, in the Galaanus system, was wiped out by clodhoppers that had been accidentally shipped with grain from Naboo. Consequently, restrictions and inspection requirements on agricultural imports from Naboo existed on a number of worlds, some which callously supported the Trade Federation blockade in 32 BBY, if only to save the expense of funding inspections.

On 32 BBY, the Army of Life managed to conceal clodhopper eggs in sealed boxes and shipped them to Stend IV in the Majestic Gundark. A Tarnab diplomat had a pet clodhopper.

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The clodhopper's long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points).

The Nightsister Shaman knows the following

force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

phasewalk

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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When the Nightsister makes two energy bow or vibroknife attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MWQyMmM0MTRkMjhj","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"MTMwZGM5OThmYWMx","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/386_-_Nightsister_Hunter/avatar.webp","effects":[]},{"_id":"ag1Asg8Fu8PN90pK","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uFMsixIMUBa7v5VZ","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"O4RRVy1PIe9o45ZT","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"VkVMydZ3WDnsswKh","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"pwA6J8njj36pDpoJ","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"AzJaU7OXx6QgvA6t","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"rTkslFR9Bhijel8p","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iUES39IktOW80p6P","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Q5eHm7YYSDxIrsYA","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"48eNjuJBWXRSweXy","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"myYrLIracjgRrovk","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"Rhsquaie7OClBILT","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"LQxhwrLEUaqYO9mV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ELwTj3NBhaR3zjAV","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"VtKDRSwVn88QFpIg","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points).

The Sith Sorcerer knows the following force

powers:

At-will: saber reflect, shock, slow, force push/pull

1st level: sap vitality, battle precognition

2nd level: drain vitality, hallucination, affliction, phase walk

3rd level: dark aura, plague, force lightning

4th level: shocking shield, dominate beast

5th level: siphon life, insanity, dominate mind, improved

force scream, improved phase walk

6th level: force chain lightning, wrack

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"N2RjNjYzYzJhZmEy","name":"Quickened Power (3/day)","type":"feat","data":{"description":{"value":"

When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"ZTQ4YzMyOGY5MGU4","name":"War Caster","type":"feat","data":{"description":{"value":"

The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"NmEzNWJiZGZhNjY3","name":"War Caster","type":"feat","data":{"description":{"value":"

When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"YWMzOThkNmY1MTQx","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"MmU2OTg3YzA1NmI0","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"NWU4NmYwN2U4OTlm","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"YWEyZGFiYzlkZjU2","name":"Frightening Gaze (Cost 2 Actions)","type":"feat","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"ZTEzMTZlYjc0MzM0","name":"Disrupt Life (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","effects":[]},{"_id":"D9rRPBzvipDHufGk","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"b5ceB1nuoe5InQ18","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"lBOmfXUIGV978dm7","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"AEEBynm0QvNt5mFU","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ZuZL3uLY4ObHWQGR","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"nA37T3CXrhgpQdKZ","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"Wp1idIb3a7QLt5PK","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"X2E89K9FBeqiikoz","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"dNqbOYLd5QfOBBDk","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"Pc3vLtusQapkhbuj","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oox7Xa99pehvj2yN","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"Uiu4t5fSghxt2Bd4","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"lIT2fLQCaXL6u1xn","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"UO93P5cNuW141Iax","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"lCyKJpAo3FH7JMJu","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"hnucKXNpUoVxmzUw","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JIEyUKzKtvrosxbx","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"uIjwf04qP5xTE9w1","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"bDqD5na7BgPNsETz","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"7o4j3zJcmIPVtMhD","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YiAKJ9RS77ZQCiQl","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"HMZKB5upbD1Ihbna","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"ODy2FlwrOXhHbYUm","name":"Mandalorian Soldier","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"weave armor, light shield generator"},"hp":{"value":59,"min":0,"max":59,"temp":0,"tempmax":0,"formula":"9d8+18"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":59,"min":0,"max":59},"bar2":{"value":17,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","token":{"flags":{},"name":"Mandalorian Soldier","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ODy2FlwrOXhHbYUm","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODU2ZjZmMzU2ZDdk","name":"Agressive","type":"feat","data":{"description":{"value":"

As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NjVjMTlhYTQyN2U2","name":"Brave","type":"feat","data":{"description":{"value":"

The soldier has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"OGRiNDkwMWE5OTdm","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NzEyMzg3ODQ0ZDgw","name":"Mandalorian Tech","type":"feat","data":{"description":{"value":"

The soldier deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"ZmE5MTBiMWU4ZGM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"MTAxMTYxYzQ3Y2Q3","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"YTI3YTIzNWVkYThh","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTc2MDU5OTM4NzE2","name":"Blaster Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"NmY3NWJhMWU2YmMz","name":"Vibroblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"MDQ5YmEwMjcxMDM1","name":"Fragmentation Grenade (3/Day)","type":"feat","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"Y2QxZDZhYjk2YmQw","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"MGRjYzVkMzI4ZjRk","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","effects":[]},{"_id":"ZmM0NGQ0NWQyZGZi","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"Deep-fried nuna leg mmm. Delicious!\"

- Orn Free Taa

DesignationNon-sentient
ClassificationBird
Average height0,5 meters
Homeworld
Naboo
Habitat
Swamps
Diet

Omnivore

Nunas, also known as swamp turkeys were diminutive bipeds that lived in the swamps of Naboo. These birds could not fly and were known for their stupidity, but were also adaptable and easy to care for. Nunas had spread across the galaxy, prized for their meat and eggs. They were omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna could feed a family of four. Nunas were also used as a ball in nuna-ball. When nunas became angry or intimidated, they could inflate their body to a larger size. Nunas were capable of growing blue and red feathers.


The legs of a nuna could be deep-fried to be food. The species were raised as livestock for consumption by residents of the planet Batuu. Nuna Turkey Jerky, a type of jerky, could be made from the meat of nunas.

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As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

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\"Watch out kid, this thing handles like a drunken bantha.\"

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One prone target. Hit : 22 (3d10+6) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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When the Jedi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points.

The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber

reflect, turbulence

1st-level: burst of speed, cloud mind, force jump, heal, project,

valor

2nd-level: calm emotions, force barrier, force camouflage,

force sight, force throw

3rd-level: beacon of hope, knight speed, sever force,

telekinetic storm

4th-level: force immunity, improved force camouflage

5th-level: mass animation, telekinesis

6th-level: telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MmIyM2ZkMWU2MGFm","name":"Force Sight","type":"feat","data":{"description":{"value":"

The Jedi is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MzMxNzI2ZTJlZDg1","name":"Kinetic Combat","type":"feat","data":{"description":{"value":"

Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MzNmNTI3MGExOWIy","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Jedi fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"NzcwZjI1NTBiM2Y4","name":"Kinetic Ward","type":"feat","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"YzkxODdiYTJlOGMx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three attacks or it casts a force power and makes one attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MTZkY2Q1YzcxYzJl","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"OTBjMDU2M2Y1YmFl","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (3d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"MDBjYzRkZjg4MjIx","name":"Force-Empowered Detonators (6/short or long rest)","type":"feat","data":{"description":{"value":"

.

The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"NTAwNDhmYTZiNmFk","name":"Move","type":"feat","data":{"description":{"value":"

.

The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"OGM0NGU4NGQ0NjEy","name":"At-will Power","type":"feat","data":{"description":{"value":"

.

The rebel jedi master casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"OTFhODRlYzFkZGI3","name":"Dashing Strike (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"NTZlZjE0NTQ2ZDYx","name":"Cast Force Power (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/337_-_Rebel_Jedi_Master/avatar.webp","effects":[]},{"_id":"FiQfz2jJmOPuB2sK","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2oJbJb6dzoVCRRgq","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jmZjrZT2I56pWVO0","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CmOuFezKeCqO2mSr","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RP2RG6bbmNRiQrAM","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"7k5LK5qkBdaMTCGB","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ec5nit464L49f92Y","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jhPulR7fLLorCGQZ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ynjRqXB8tNbX986I","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"N5SKFh1OTi1TdInr","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AqVijW32ARrQgSsU","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V254vPksGuUfTPcS","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"C98vV8lmJ497pd9X","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hlQYJRE9TblsUsfS","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WDtUmKkj700zBwfp","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VMVj0NmRxpqAqru5","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"IZ08y4kutz4L1ZAU","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jPvbXDHaGtz3YNxi","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u0LIhrQBvU5ki4pV","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"VBRAoKSFA2lLLjSJ","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t11TS50lrGrYmgSx","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"ihUQMzadLoy0iOPZ","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VOnGJSiD0XPERzzx","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SSrD84fiSo993gAm","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pM6UFJzQWi9QiqDm","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]}],"effects":[]} +{"_id":"OWfoUVYZhDw2pZ30","name":"Shrub","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"9","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"3d6"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":9,"min":0,"max":0},"senses":{"tremorsense":120}},"details":{"biography":{"value":"

A bush was a type of woody shrub, distinguishable from a tree by its multiple, shorter stems which grow from or near the base, and was a common plant on many planets.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"plant","subtype":"","swarm":"","custom":""},"environment":"","cr":0,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":10},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic"},"dv":{"value":["fire"],"custom":""},"ci":{"value":["blinded","charmed","deafened","prone"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"ani":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":-4,"passive":7,"prof":1,"total":-3},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"inv":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"nat":{"value":0.5,"ability":"int","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"prf":{"value":0.5,"ability":"cha","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":-2,"passive":9,"prof":1,"total":-1},"slt":{"value":0.5,"ability":"dex","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"ste":{"value":0.5,"ability":"dex","bonus":0,"mod":-1,"passive":10,"prof":1,"total":0},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":0,"passive":11,"prof":1,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/246_-_Shrub/avatar.webp","token":{"flags":{},"name":"Shrub","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/246_-_Shrub/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"OWfoUVYZhDw2pZ30","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmE5ZjM0ZjY5ZWE4","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the shrub remains motionless, it is indistinguishable from a normal shrub.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Demolition Troopers are members of the Galactic Federation who are outfitted with explosive weaponry for special missions. While capable of destroying the strongest of barriers, they are not very effective in combat, due to lighter armor, and often rely on others to cover them while in battle. They seem to have weaker versions of the Galactic Federation Marine's assault rifles. Their explosives are carried on their back.

In Metroid Prime 3: Corruption, Samus is charged with watching over twelve Demolition Troopers after she disables the Pirate Homeworld's defense system. These Troopers will clear a path to the Pirate Homeworld Seed. Meanwhile, Samus must defend the Demolition Troopers from Space Pirate attacks. Four of the twelve Demolition Troopers are required for the final door. If there are less than four surviving, Admiral Dane will contact Samus and order her to fall back, causing a Game Over. The easiest tactic for getting the Troopers through to the end is to engage the Space Pirate forces at extremely close range, so that they can't shoot around Samus, and then for her to kill them at point-blank range. If Samus succeeds in protecting all twelve troopers, a Gold Credit, \"All Troopers Survived\" will be rewarded.

A Demolition Trooper that speaks to Samus after opening the path to the Skyway for her states that their group color is yellow, but this fact is never again referenced. Different groups supposedly have other colour-schemed armour.

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The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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After spending at least 30 seconds setting the charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points.

The veteran salvager knows the following

tech powers:

At will: electroshock, jet of flame, poison spray, temporary

boost

1st level: absorb energy, cryogenic blast, energy shield, oil

slick

2nd level: detect invisibility, mirror image, paralyze

humanoid

3rd level: tactical advantage, kolto cloud

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As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e\u0000ect on humanoids.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/428_-_Veteran_Salvager/avatar.webp","effects":[]},{"_id":"U28XwlTCfug3poFp","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Y2Q9N7jGgttOK0Yv","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"8HnwddsxetTJz6dt","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"5YFtKearCM4VIwb1","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"f6Ah4AEGlIWzhtQ4","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"lTdGpMI7WC9LCbsU","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":650000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"YJmFlGbXah2fRv30","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"0U6fQvQZlUHIsaxn","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":850000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"c7wuBsLA1DGiYJEs","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":950000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"bRy0vE0N0DPnG3pv","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1050000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"6F4qVtA2p9NnCD6N","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"ESflVZqon6U6hfWF","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"Qq37Lf2hlXO1UOQX","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]}],"effects":[]} +{"_id":"OiSOrSseEISHHgUs","name":"Aqualish Enforcer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":6,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":6,"prof":2,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":1,"min":3,"mod":0,"save":2,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"durasteel armor"},"hp":{"value":93,"min":0,"max":93,"temp":0,"tempmax":0,"formula":"11d8+44"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":93,"min":0,"max":93},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

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\n\t\t\t\t\t

Thugs & Security Forces

Various different types of thugs and security forces,\nappropriate for gangs, simple ruffians, or mercenaries. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The aqualish sprays a 10-foot-cube area within range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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The Battle Hydra was a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun.

Biology and appearance

Physically, a battle hydra was a sinuous reptile with leathery wings. It should be noted that no two of these animals were identical though all shared the same general description. Typically, they were known to hold two heads that sat atop long, fluid necks. The heads held a pair of yellow slitted eyes. Whilst this was usually the case, there were some varieties of these beasts that had more than two heads. At the back was a long wicked, whip-like tail that held a hooked stinger. The stinger glistened with a strong and acidic crystallized poison that dripped from the tail. Four powerful legs were tipped with hooked claws that were both tough and sharp as well as easily capable of ripping the flesh from the beasts victims. The body of the beast contained muscular torsos that were sheathed in iridescent scales. This was forever altered at a molecular level by the Sith alchemy that had altered their physiology. The skin was infused with ancient Sith alloys that reduced the damage sustained by the beast. The armor alloy introduced into their basic physiology even reduced the damage from a lightsaber attack.

When left to their own devices, these beasts were mindless and shy creatures that was a contrast to their fearsome appearance. When searching for food, battle hydras were known to be solitary animals that hunted alone. Much of their existence involved them being aloft where they rode thermal currents in search of prey or threats. When these were spotted, the battle hydra dove through the air where they snapped with multiple jaws as well as attacked with their teeth, claws and poisoned stinger. Once prey succumbed to either the attack or poison, the beast took the corpse back to its lair where it was torn apart and devoured. They only ever attacked with their claws once they landed and were beginning to feed.

These animals were, however, susceptible to influence or commands from Force-sensitive dark side users. Normally, they did not attack an individual unless cornered or spurned by the will of a Sith Lord. Many of them used their battle hydra as their own personal shocktroopers and it was only on such commands did they ever attack in numbers. Battle hydras were known to be particularly attracted to sites that were strong in the dark side of the Force. It was believed that perhaps these beasts perhaps drew some form of nourishment from these locations.

History

Many centuries ago, the Sith Lord Exar Kun studied the dark Sith sciences within the depths of the planet Yavin 4. His experimentation in the arts of Sith alchemy resulted in the creation of the battle hydra. This alchemical creation was formed as a fierce guardian creature to test his theories. After Kun's death in the Great Sith War, the battle hydras retreated into deep mountain caverns where they dwelt in the shadows. They became a rare sight on Yavin 4. In time, the beasts regressed to typical predator behavior where their small population only emerged from the mountain caves in order to hunt. Normally, they prowled the skies of the steamy jungle moon, though their creator's travels did leave the possibility that some were located on other planets so long as there was an abundant supply of food.

Battle hydras were forgotten for millennia until the early days of Jedi Master Luke Skywalker's Jedi Praxeum. In this time, the dark shade of Exar Kun's spirit summoned the mutated hydras to attack the comatose body of Skywalker. His Jedi students had encountered a variant of the creature that had three heads and possessed no forelegs. The beasts would have succeeded in their goal had Master Skywalker not acted through his nephew Jacen Solo to fight off the animal with a lightsaber. Another swarm of hydras were summoned to complete their master's will but were destroyed when Rogue Squadron pilot Corran Horn borrowed a Z-95 Headhunter. After this event, the New Jedi Order only rarely encountered battle hydras. Without Exar Kun's will to control them, the animals avoided all contact with sentient beings, except for rare attacks on those who seemed to threaten them.

With Exar Kun destroyed, the creatures were believed to either have reverted to their more natural forms or simply to have died out.

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The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the hydra's heads is asleep, its other head is awake.

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The hydra can make three attacks: two with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Starweirds were a species of incorporeal humanoids found only in space. Tall and gaunt, they possessed long, sharp talons, wild white hair, and glowing eyes. The creatures appeared to spacers repairing their starships in space, or aboard vessels traveling through hyperspace. A starweird would choose a target, and, after being spotted, emit a telepathic scream that caused fear in most individuals. The starweird would then attack its victim. Starweirds were powerful creatures capable of using the Force, and held a strong hatred for Force-users, leading some Jedi to believe that they were apparitions created by the dark side of the Force. During the time of the first conflict fought between the Galactic Republic and the reconstituted Sith Empire, Jedi Master Wyellett saved his Padawan Xerender and many members of the Jedi Council from a famous starweird known as the Starweird Queen.

Biology and appearance

Starweirds were incorporeal, humanoid, Force-using creatures found only in the vacuum of space. They were very tall and extremely gaunt—to the point of almost being skeletal—and wore ephemeral rags that hung from their two arms. Starweirds had long, wild white hair that floated around their heads even when influenced by gravity. The creatures had pale skin that varied slightly in color from one starweird to another, and their faces were desiccated. However, specific accounts of what a starweird's face looked like varied, with many witnesses stating that the creature's face somewhat resembled their own. Starweirds each had a large, toothy mouth and eyes that glowed in a way that some individuals described as eerie. Their arms were bony and ended in hands with three large, sharp, black talons. The species' incorporeal nature made it possible for the creature to resist conventional attacks and pass through solid objects, although force fields still stopped the creatures. They were also fully affected by the use of the Force.

Instead of walking on their two legs, Starweirds hovered or flew silently at a speed that was slightly faster than most bipedal Human-sized species could move. While fairly intelligent, the creatures did not speak or communicate and had no known language. The species was capable of seeing up to twenty meters in complete darkness, although they were unable to distinguish color under those conditions. Starweirds could use the Force powers Drain energy, Force grip, Force lightning, and Force sight. They had no ecological role, and after dying, a starweird left no traces of itself behind.

Behavior

Starweirds would typically appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds became enraged and released a loud, piercing telepathic shriek that affected creatures within twenty meters. Due to the call's telepathic nature, it could be heard even in the vacuum of space. Their scream often caused listeners to cower in fear or attempt to flee, although some individuals were able to overcome their terror and fight back. After issuing the shriek, the powerful creature would set upon its foe, shredding them with its sharp claws. A starweird would choose one target and focus on that individual. The creatures were noted for having a particular hatred for Force-sensitives, who they would mindlessly concentrate on killing even if there were other creatures present.

History

Starweirds were found solely in deep space. They were considered a mysterious species, and some Jedi hypothesized that they were physical manifestations of the dark side of the Force. However, there was little evidence available that supported the theory. During the first war fought between the reconstituted Sith Empire and the Galactic Republic, the Starweird Queen was a member of the species who was considered to be legendary. The Starweird Queen attacked many of the members of the Jedi Council and a Jedi Padawan named Xerender. The group of Jedi was saved by Jedi Master Wyellett, who was the teacher of Xerender, which caused the Jedi Master to be captured by Imperial forces.

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The starweird can survive in the vacuum of space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"YzkzMTc0MTU2ZTJi","name":"Devil's Sight","type":"feat","data":{"description":{"value":"

Force and tech created darkness does not impede the starweird's darkvision.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"YzllNjhiMzZkN2Y1","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The starweird has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"ZGZkZTdhNDE2ZTMz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers: At-will: denounce, force push/pull, shock 1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight 3rd-level: choke, force lightning 4th-level: drain life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"NzJhYmIzYjUwYTgx","name":"Phase Shift","type":"feat","data":{"description":{"value":"

The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"NzBlZjk4MThhM2Mw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The starweird can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZWRlODIxMzI4ZjVh","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"],["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"MTViZTFmOWVlNjM0","name":"Telepathic Scream (1/long rest)","type":"feat","data":{"description":{"value":"

.

The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/009_-_Starweird/avatar.webp","effects":[]},{"_id":"uIQ5oOl1UbTYySdX","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"NuF0q7MOcQmObusG","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"aHgoVn2rBn3c7D5d","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"21bQDxBBWNL0elqx","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"PTKD0jKtC0Xsgb1C","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"AUIv9xqr1p7QFQSD","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QHu78zqcsFJyMsLA","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"RJqehGNR2RX6Vqw0","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sws2Y1QtS5Trnwqh","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"0roqKLlQQ6NcIryV","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"JnzNHbGxe1bSYHtE","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]}],"effects":[]} +{"_id":"Oz4o39ACJ0HVOyM2","name":"Jedi Commander","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":1,"min":3,"mod":5,"save":11,"prof":6,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":8,"prof":6,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":9,"prof":6,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":22,"proficient":1,"min":3,"mod":6,"save":12,"prof":6,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"battle armor, 18 with knight speed"},"hp":{"value":255,"min":0,"max":255,"temp":0,"tempmax":0,"formula":"30d10+90"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":70,"min":0,"max":70,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":255,"min":0,"max":255},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Lawful Light","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":20,"powerForceLevel":16,"powerTechLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","token":{"flags":{},"name":"Jedi Commander","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Oz4o39ACJ0HVOyM2","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ2YzMyMjFmY2Uw","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

When Jedi Commander fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"ZjcwM2Q2Mjk1Zjg0","name":"Saber Reflect","type":"feat","data":{"description":{"value":"

Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MGIzYmRlOGI5NzRi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull,

mind trick, saber reflect

1st level: burst of speed, force jump, force throw, heal,

heroism, improved feedback, sense force, slow descent

2nd level: calm emotions, coerce mind, force barrier, force

enlightenment, force sight, rescue, restoration, stun droid

3rd level: force repulse, knight speed

4th level: disable droid, force immunity, freedom of movement

5th level: improved force barrier, telekinesis

6th level: true sight

7th level: destroy droid

8th level: master force barrier

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MmIxMjVjNjcyMDYy","name":"Force Shield","type":"feat","data":{"description":{"value":"

The Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MGFkMzE5YTgzYzk3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YTQ5ZTdmOTRkZDBh","name":"Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 16 (2d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"NzAyMTQzYTcwMjYz","name":"Leadership (1/Rest)","type":"feat","data":{"description":{"value":"

.

For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MWRjNTJhYTg4NDRj","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"YmNjYzllOGM2M2Yy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"MmYwMDUwYWMzYjk3","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"ZGVhZjk2ZmRmYzI1","name":"Saber","type":"feat","data":{"description":{"value":"

.

The Jedi Commander makes one Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","effects":[]},{"_id":"maRqBC4aGm8yirGW","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"3oluud8VJL5MjNqU","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"BvvLrfuu4kx4XkfJ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SKrwFi8QRuXIllHw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6B2WgA0y4jK8HuqO","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"3KdPF1W6M9xUAFHv","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"3tsurpDoG0upHgX3","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"egdt3H7Sq1swfNmv","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K0P2HoAIyQXkN3km","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"P4PfmhHDUpMcswGW","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jTB6ynxjtgoXn6wq","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"lMC8do0smE09Fkrx","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hWJJXuJGkrfHVCWj","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ztaWB42jrlMMMsdL","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PXZE8cTkvAIicXzF","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E6IaAZ78VBWSKvG6","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9F8DEuay5JoVrohw","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jM1a8C01fJqKDboL","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TTWk2NpUl8AIbJ2C","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3dP9p7tPoDrIgCaM","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mxvbhbtjY7sQpr9d","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"xlV2jVncThDHncuk","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T4CXt44Vn74ZDI9E","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"O1nCus35TEwfugdz","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"3c6R0hbtlxPbupNV","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"T5EUuC0rpPsB16T9","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Gk1ED7HG4ATaku3u","name":"Improved Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Force Barrier

\n

This power further bolsters your allies with toughness and resolve. Choose up to twelve creatures within range. Each target gains the following benefits:

\n
    \n
  • The becomes immune to poison and disease. Any currently existing poison or diseases still exist.
  • \n
  • The creature becomes immune to being frightened by powers.
  • \n
  • The creature’s hit point maximum and current hit points increase by 2d10 for the duration.
  • \n
\n

These benefits last for 24 hours or until the end of your next long rest, whichever happens first.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SaMnm3iVoaldsWip"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6mnNryY5ia44gNcu","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iLqy58GS41mDQ6Nd","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U8nn3Eh61LWXKXuN","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]},{"_id":"3ed8KasKTd77t0cW","name":"Master Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Barrier

\n

This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:

\n
    \n
  • The creature sheds dim light in a 5-foot radius.
  • \n
  • The creature has advantage on all saving throws
  • \n
  • Other creatures have disadvantage on attack rolls against them.
  • \n
  • When a dark side creature hits them with a melee attack, that creature must make a Constitution saving throw or be blinded until the power ends.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3IoaQSSoAtFsoavO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MVqxJxcsS2nL0xGW","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

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Average wingspan3 meters
Homeworld

Endor

Condor dragons were flying, carnivorous reptavians native to the craggy cliffs, deserts, and deep woods of Endor's forest moon. They walked on their hind legs and their forearms were used to hold prey. They had bony ridges along their spine, and a wing span of approximately 3 meters.

Though powerful predators, they were not above scavenging for food. They were both nocturnal and diurnal, and, despite their large size, they would only prey on small to medium size creatures, which they captured alive and took back to their caves. They flew off from high buttresses and hunted in a spiral swoop. They attacked with a spine-tingling screech.

They were known to snatch Ewoks right off the backs of their riding ponies, though this was rare as the condor dragons would likely view the rider and pony as one creature, and therefore too large for it to carry. They did not eat ponies, as they were unpleasant to their taste. They did eat giant cave \"spiders\".

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The dragon's movement speed is not reduced while moving with a grappled creature.

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The dragon can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit congurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specically for military use.

Cargo Skiff

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Ubrikkian Industries Bantha-II cargo ski is\ndesigned to transport cargo and is common in\nspaceports and warehouses across the galaxy. It has\none open deck with a simple control station located\nnear the rear of the vehicle that allows it to be piloted\neven by unprofessional laborers or amateurs.\n

\n\t\t\t\t\t

The ski's repulsorlift engines allow it to hover 50\nmeters o the ground while its rear thrust nozzles\npropel the craft forward at a top speed of 250\nkilometers per hour. A pair of steering vanes on the\nrear also provide very limited maneuverability which\nmake it dangerous to travel at a fast speed. They cost\n8,000 credits new.\n

\n\t\t\t\t\t

Most variants are equipped with retractable\nmagnetic lifters and loading ramps. Once onboard the\ncraft, the cargo is held in place by magnetic fasters\nand/or cargo straps. The average Bantha-II is able to\ncarry around 100 tons of cargo, although as many as\n16 seats could be installed on its deck allowing the\nvehicle to operate as passenger transports or even\npleasure craft.

\n\t\t\t\t\t

Among the most common of modications to the\noriginal design is the installment of an enclosed deck\nand pilot station. Military versions have reinforced hull\nand blaster cannons bolted to the front and side\nrailings.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If a single attack does less than 5 points of damage, the Ski\u0000 takes no damage. If the attack does 5 or more damage, the Ski\u0000 takes damage normally.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

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Armor Class: 12 (light plating)

Hit Points: 15

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Armor Class: 12

Hit Points: 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the ski\u0000 cannot maintain altitude.

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Armor Class: 15 (light plating)

Hit Points: 40

Ski\u0000s typically include a turret only when they are equipped for combat.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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Ranged Weapon Attack +6, Range 120/480 ft., One target. Hit : 16 (3d10) energy damage.

Ski\u0000s typically include a turret only when they are equipped for combat.

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\"Hey! Some moof-milker installed a compressor on the ignition line!\"

- Han Solo

A moof was a creature of the galaxy that had hoofed feet, a thick hide, and secreted milk. There were individuals who milked moofs, which inspired the term \"moof-milker,\" an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.

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If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, sap vitality,

wound

2nd level: affliction, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: improved phasewalk, insanity, siphon life

6th level: eruption, scourge, wrack

7th level: ruin, whirlwind

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"ZTZmMTEzMDE3YTky","name":"Vibroknife","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"Yzk2OTViZjNlMmMw","name":"Chant of Resurrection (3/day)","type":"feat","data":{"description":{"value":"

.

While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"MDEzMThkNGNhN2Jj","name":"Blood Trail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"NzMwMGYwYWM3NDky","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"ZDJkNWRiNjIyNTMx","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"ZGJlZDI5OWU0YWUy","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","effects":[]},{"_id":"PmNvo06OqeWVoUeZ","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"FtyC1Vab1bKFVUwE","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"A9xuWQ2oSPYGKs50","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oXmAdcWUWE8RWjyn","name":"Scourge","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Plague Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6d2wwUGy40FlGqaY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Scourge.webp","effects":[]},{"_id":"QAx9d6V8GwEo5ijL","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"N7jiEA1w62TgrmGd","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"V9JORaBzUksnBKjg","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"0rdWrNGEl2krLvRU","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Wb8j1PbU8mdYZgbG","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"iBRLsNjiNSN4LC9x","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FqHDO01ijpzTUi8J","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"sqKxkjMVEo41Wzbi","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"d7sASGjn2Ifj50Jd","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"D9zNeEeWI6RfEJUV","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"hO4wnFaecJzgQz1R","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"afh5LuG4PcaFQdHA","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"TXD9UstcyZRD6Ttl","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"Ew6cqMT3lQwClUN1","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"Xe1WjAVYGjGNcyt1","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GvCBQ9h1kYNwFLMz","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"CHxMdgMqjPCjqtjS","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"k9e80wp9Tgk3p6Mw","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rld752QQpjzBP2dt","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"GwKFXIRZfHloukLX","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"lBPoncnRGMJQ7Xst","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BXRbkSsuXdSlCKeA","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Qxw3c7TO3FjWnI3w","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a5JtCoI2QLB7F8js","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"n5AbEyJzymFlIKxP","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"TaPMrWntEgFUNzKd","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"6IWTif0hTbDR8pYS","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"xEzelGgnl2W3mehM","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"R1BwRziQyNbNXZI5","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} +{"_id":"PQ7oqzjnXfa22jYb","name":"Knobby White Spiderling","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"4d4"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":0,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"plant","subtype":"","swarm":"","custom":""},"environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","token":{"flags":{},"name":"Knobby White Spiderling","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PQ7oqzjnXfa22jYb","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"randomImg":false},"items":[{"_id":"YjdiZmFjMDkzZWE5","name":"Distress Spores","type":"feat","data":{"description":{"value":"

When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","effects":[]},{"_id":"ZmJhMjMxNThmNDA1","name":"Slam","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage.

The target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/242_-_Knobby_White_Spiderling/avatar.webp","effects":[]}],"effects":[]} +{"_id":"PVseAZwR4pmPIE1j","name":"Imperial Royal Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 17"}},"details":{"biography":{"value":"

\"Those were Imperial Guards, Lando. The Emperor's personal protectors—handpicked from the very best of his forces. Out of millions of soldiers, they are unsurpassed.\"

- Korin Pers, to Lando Calrissian

Founder(s)Sheev Palpatine
HeadquartersGalactic City, Coruscant
Date foundedDuring or prior to 28 BBY
Affiliation
  • Galactic Republic (Office of the Chancellor)
  • Galactic Empire (Galactic Emperor)
  • Jakku Imperial remnant

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard, or simply the Royal Guard, and under the Galactic Republic as the Red Guard, was an elite unit whose members served as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards were a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualified for duty in the Royal Guard. The Imperial Royal Guard were also occasionally assigned to provide protection to members of the Imperial Ruling Council and Lord Vader.

The origins of the crimson-clad Royal Guard dated back to the time of the Separatist Crisis, when Supreme Chancellor Sheev Palpatine crafted an order of protectors, named the Red Guard, that stood apart from the cerulean-clad Senate Guard during the Galactic Republic's twilight. Over the course of the Clone Wars, the Red Guard gradually supplanted the Senate Guard and its elite sub-unit, the Senate Commandos, as the chancellor's bodyguards. By the end of the Clone Wars, Palpatine proclaimed himself Emperor of the Galactic Empire. As a result, Senate Guards were completely phased out of service and replaced by the chancellor's Red Guards, who were henceforth known as the Royal Guard.

Emperor Palpatine sealed himself away from the populace throughout his reign. On the rare occasions of his public appearances, he was always accompanied by members of the Royal Guard. In the decades that followed Palpatine's death and the subsequent fall of the Empire, a new order of protectors was crafted by Supreme Leader Snoke of the First Order. Modeled on the Emperor's Royal Guard, the Elite Praetorian Guard consisted of eight warriors who wore ornate crimson armor, wielded an array of melee weapons, and specialized in martial arts.

Description

The Emperor's Royal Guards were reputedly the most skilled warriors in the forces of the Galactic Empire; out of millions of soldiers, Emperor Palpatine's guards were unsurpassed in skill and status. During the era of the Empire, the Royal Guard consisted of conscripts and at least one clone trooper. The qualifications for joining the Guard's ranks included strength, intelligence, and loyalty. Candidates for the Guard had to meet the basic height requirement of 1.83 meters.

In addition to receiving advanced training in many forms of combat, Royal Guards were trained to be unquestionably loyal to Emperor Palpatine. The Emperor's word was considered law and his guards would obey his orders without question or hesitation, even if it meant killing one of their own. The Guards were also among the few beings in the galaxy whom the Emperor trusted with the knowledge of his secret identity as a Sith Lord, knowing they would speak of it to no one, not even among themselves. Due to their little movement, they were sometimes believed to have been droids instead of individuals.

Despite the combat skills of the Royal Guard, the Emperor was confident in his Force powers to the extent that he did not believe he required a bodyguard unit. However, he found over the course of his reign that the crimson-clad guards served well to impress and intimidate those who saw them. Additionally, they served the purpose of defending the Emperor in situations where he did not wish to use his Force powers. As such, he never felt inclined to dispense with them as a unit.

History

Republic era

During the decline of the Galactic Republic, Supreme Chancellor Sheev Palpatine created the Red Guard—a cohort of personal elite bodyguards that stood apart from the rest of his forces, including the cerulean-clad members of the Senate Guard, from which they were handpicked. Over time, Palpatine came to favor his crimson-clad red guards over the blue guards of the Galactic Senate and even the elite Senate Commandos. Armed with force pikes, the red guards' flowing red robes and sleek, featureless scarlet masks blended in with the crimson-walled office of the chancellor.

The red-robed guards for the Supreme Chancellor were in place by 28 BBY. Although the red guards were formed prior to the Clone Wars, Palpatine retained the service of the Senate Guard and commandos during the early period of the pan-galactic conflict. After Captain Faro Argyus of the Senate Commandos revealed himself to be a traitor, the Senate Guard's loyalty was put into question, and Palpatine took the opportunity to expand the Red Guard in the ensuing scandal. When Red Guards were out of uniform, they conducted official visits and covert operations in locations where the Supreme Chancellor was scheduled to visit. The Red Guard also scouted traveling locations, back up routes, handled logistics, and created evacuation plans. On Coruscant, such events may have required thousands of hours of work. The Guard also investigated credible threats against Palpatine, whether they be simply graffiti to HoloNet broadcasts.

By 19 BBY, approximately three years after the First Battle of Geonosis, the Red Guard and Coruscant Guard clone shock troopers had all but supplanted the Senate Guard as the chancellor's protectors.

Imperial era

By the war's end in 19 BBY, Chancellor Palpatine declared himself Emperor of the galaxy and thereby transformed the Republic into the Galactic Empire. Under the new government, the Emperor continued to favor the Imperial Royal Guard, formerly the chancellor's Red Guard, as his personal security force which, in turn, led to the dissolution of the Senate Guard. During the first days of Palpatine's reign, the bodyguards were responsible for the Emperor's security on the galactic capital world of Coruscant. Off-world, however, the Emperor was accompanied by a detachment of shock troopers of the Coruscant Guard. As the years passed, Palpatine sealed himself away from the populace, having discarded his facade as a friendly, kind-hearted politician in order to fully embrace his true identity as Darth Sidious, Dark Lord of the Sith. On rare occasions he would make a public appearance, but always in the company of the Royal Guard.

During the early years of the Empire, a division of the Royal Guard was stationed in the Inquisitorius Headquarters—a skyscraper located in the Industrial District of Coruscant—which served as a training facility for the Emperor's Jedi hunters, known as the Inquisitorius. In 14 BBY, several Royal Guards accompanied Sidious and his apprentice, Darth Vader, to Ryloth where the Lords of the Sith sought to lure the Free Ryloth movement out of hiding. Most of the guardsmen were killed when Vader's shuttle crash-landed in the planet's equatorial forest. Two guards, Sergeant Erstin Deez and a captain who once served in the Grand Army of the Republic as a clone trooper, survived the crash along with Vader and his Sith Master. The captain was later killed by lyleks, but Deez was able to survive long enough for Moff Delian Mors' Imperial troops to rescue the Sith.

A trio of Royal Guards were stationed aboard the Chimaera, flagship of the Seventh Fleet led by Grand Admiral Thrawn, during the liberation of Lothal. The Emperor commanded the men to execute Padawan Ezra Bridger, having failed to use the young Jedi in his plan to control the world between worlds. Using modified pikes with magnetic clamps to subdue their Force-sensitive target, the guards held Bridger still while a squad of stormtroopers attempted to shoot him. However, Bridger used the Force to hurl several boulders and rocks from a stolen piece of the Lothal Jedi Temple at his attackers, crushing them.

Although the Emperor's safety was the primary responsibility of the Royal Guard, Sidious did not make exclusive use of them. In 0 BBY, two Royal Guards were stationed in Fortress Vader on Mustafar. They acted as sentinels protecting the Sith Lord while he rested in his bacta tank. During the Galactic Civil War, Guards were often used in battle as assassins, armed with force pikes, vibroblades, and many other concealed weapons. Following the Battle of Yavin, two Royal Guards were stationed aboard the Emperor's luxury yacht Imperialis while it was undergoing a refit at Sienar Fleet Systems' Orbital Shipyard CC-24 above the planet Castell. They guarded the vessel's central chamber which stored several Sith artifacts including the mask of Lord Momin. After Lando Calrissian and his companions stole the Imperialis, one of the guards stabbed Lobot with a vibroblade. The guards were then killed by the alien clone warriors Aleksin and Pavol. Korin Pers discovered that the guards had been corrupted by the dark side of the Force.

In 4 ABY, several Royal Guards accompanied the Emperor to the second Death Star orbiting the forest moon of Endor. Prior to the arrival of the Rebel Alliance Fleet, the Emperor dismissed the Guards from his throne room, leaving Sidious alone with Vader and the latter's son, the Jedi-aspirant Luke Skywalker. As a result, the guards were not present to protect the Emperor when Vader turned against his Master in a last-ditch effort to save his son's life. With the Emperor's death and the victory of the Alliance, the Battle of Endor was a turning point that marked the beginning of the end for the Empire.

Royal Guards were stationed at the Palpatine Archive in the Coruscant system, and attempted to stop the thieving Calrissian and Jaxxon, who were after the Totem of Saglanost shortly after the Empire's debacle at Endor.

New Republic era

The Royal Guard continued to serve the Empire despite the loss of their Emperor, serving as bodyguards for several high-ranking Imperial officers such as General Jylia Shale and Grand Admiral Rae Sloane. Two Royal Guardsmen acted as Shale's security detail at the emergency summit on Akiva; another two Guards escorted Sloane to the New Republic capital of Chandrila in 5 ABY, where the Grand Admiral sought to negotiate an end to hostilities between the Empire and Republic. To Sloane's surprise, the Empire's overtures of peace were a ruse for launching a surprise attack on Chandrila, orchestrated by Fleet Admiral Gallius Rax. During the attack, Sloane's Royal Guards attacked and killed several New Republic Senate Guards who escorted the Imperial entourage to the peace summit.

Shortly after the attack on Chandrila, a faction of Imperial soldiers rallied to the barren world of Jakku under Rax's leadership as Counselor to the Empire. One of the soldiers in Rax's army was a Royal Guard, who ultimately perished during the Battle of Jakku. The guard who fell at Jakku was survived by his sister, Arliz Hadrassian, an agent of the Imperial Security Bureau. Hadrassian went on to become the leader of the Amaxine warriors by 28 ABY, roughly two decades after the Empire capitulated to the Republic. By then, she had sold her late brother's Royal Guard helmet to Senator Ransolm Casterfo, a Centrist politician with pro-Imperial views.

Legacy

The legacy of the Emperor's Royal Guard inspired the formation of the Elite Praetorian Guard. Like the royal protectors who guarded Sidious during his reign over the Empire, the Praetorians functioned as the elite personal bodyguards of Supreme Leader Snoke, ruler of the First Order. Consisting of eight sentinels trained to protect the Supreme Leader from any threat, the Praetorians were equipped with various melee weapons and ornate crimson armor deliberately echoing the equipment used by the Royal Guard. In 34 ABY, the Praetorians attacked Rey and Kylo Ren after the latter assassinated Snoke, resulting in a battle in which all eight guards were killed by the Master of the Knights of Ren and his one-time Jedi ally, allowing the former to take the Supreme Leader title.

By 35 ABY, when Palpatine resurfaced on the ancient Sith world of Exegol, the Sovereign Protector Sith troopers had taken over the role as the Emperor's Guard. When Rey and Ben Solo confronted the Sith Lord during the Battle of Exegol, the Sovereign Protectors attempted to protect their master, but were killed by the two Jedi.

Equipment

Royal Guards were completely covered in flowing blood-red robes and featureless scarlet masks that concealed their faces. There existed a variant of the uniform that lacked the robes and ceremonial helmet in favor of light armor, utilized by guards aboard the Imperial Star Destroyer Chimaera. They wielded electrostaffs and force pikes, a staff-like weapon with a vibro-edged head. Additionally, their robes hid a heavy blaster pistol, a vibroblade, and various other weaponry. When on the battlefield, Royal Guards would abandon their traditional weapons in favor of an arsenal better suited for combat, including the T-21 light repeating blaster, Smart Rocket, and the homing shot.

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The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Imperial Royal Guard makes two attacks.

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On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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ManufacturerVarious
TypeDefensive emplacement artillery

A hidden turret was a blaster turret emplacement used to defend an area and surprise unaware enemies.

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The turret uses its Intelligence modifier for attack, damage, and initiative rolls. Intelligence (Investigation) and Wisdom (Perception) checks made to identify an inactive turret are made with disadvantage.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 7 (1d10+2) energy damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see.

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When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

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Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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While wearing medium armor, the Mandalorian adds +1 to its AC (included).

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The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

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If The Mandalorian fails a saving throw, he can choose to succeed instead.

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The Mandalorian halves the damage that it takes from an attack that hits it.

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The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

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Rapid 3; one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

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Ranged Weapon Attack +13, Range 80/320 ft., One target. Hit : 17 (3d6+7) kinetic damage.

Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage.

The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

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Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

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Ranged Weapon Attack +12, Range 30/120 ft., One target. Hit : 14 (2d6+7) kinetic damage.

Each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

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The Mandalorian can move up to his speed without provoking opportunity attacks.

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The Mandalorian makes one carbine rifle attack.

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.

The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Average height4 meters at the shoulder
Average length15 meters
Average mass1.150 kilograms
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Founder(s)Darth Sidious
Leader(s)
  • Darth Sidious
  • Darth Vader
Location(s)
  • Coruscant
  • Death Star
Date foundedc. 29 BBY
Affiliation

Galactic Empire (Stormtrooper Corps, Emperor's Royal Guard)

The Emperor's Shadow Guard was an organization of elite, Force-sensitive soldiers recruited from the defeated remnants of the Sun Guard and Jedi Knights who fell to the dark side. They served the Galactic Empire during the Great Jedi Purge. They were trained by Darth Vader.

Characteristics

Few Imperials knew the true origins of the mysterious and powerful Shadow Guard, an elite special operations unit within the Emperor's Royal Guard. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and were often sent to eliminate suspected Jedi and other Force users. When necessary they would also be put under the supervision of Darth Vader. The job of the Emperor's Shadow Guard was mainly to guard the Emperor, also known as Darth Sidious.

These guardsmen demonstrated Force powers of their own which led many to suspect that they were in fact former Jedi that had been captured, tortured and brainwashed by Palpatine, but this was a rumor that was never proven. The Shadow Guards commanded a great level of respect within the Empire's ranks and often led quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members were always guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard, although they were easily defeated during their battles with Starkiller.

They were capable of using a range of Force abilities such as Force lightning, Force Repulse, Force Push, Force Choke and Force Maelstrom.

History

Near the end of the Clone Wars conflict, the Sith apprentice Count Dooku ordered his minion Asajj Ventress to execute most of the Sun Guard organization. Several of the more devoted Sun Guards were placed in Palpatine's Red Guard, later to join his Royal Guard. Those who were Force-sensitive were selected as candidates for the Emperor's Shadow Guard.

In about 17 BBY, two members of the Shadow Guard were sent to a Golan space defense platform in orbit of the planet Byss, to serve Inquisitor Valin Draco as part of a training mission. The station was attacked by the Alderaanian Resistance during the Battle of Byss and the Shadow Guards fought against a number of Resistance agents that had boarded the station.

The Shadow Guard were used during operations in 2 BBY, in attempts to silence Darth Vader's rogue Sith apprentice, Starkiller.

A lone Shadow Guard, along with several Imperial Navy commandos was sent to Nar Shaddaa when Starkiller tried to find Jedi Master Rahm Kota at a local bar called the Undertow, where he had caused a commotion in searching for information as to Kota's whereabouts. The Shadow Guard was killed when Starkiller used a Force Maelstrom to blow him out of the bar. Having extinguished this threat, Starkiller headed to Cloud City on Bespin.

Four other Shadow Guards were sent to Cloud City with a squad of stormtroopers to assassinate both Starkiller and Master Kota but were forced to fight Starkiller in several duels, one of which where their bolts of Force lightning collided in a battle of wills whereas. Despite all the efforts to move the ball of energy towards their opponent, Starkiller easily overpowered the guard. The last guard was then hit with both Starkiller's bolt and his own killing him instantaneously.

At least one was stationed on Kashyyyk and tried to prevent Starkiller from getting near the Imperial skyhook, but he was subdued and killed by the aspiring Sith pupil, who ran him through with his own lightsaber pike.

At least one was found on Raxus Prime in the Imperial Ore Facility, though this was actually PROXY using a program based on a Shadow Guard to try to kill Starkiller. Later, the young apprentice actually encountered a real Shadow Guard at the Ore Cannon Control. He met his end when Starkiller trapped him in a Force Grip and threw him into the ore cannon, incinerating him.

A final known Shadow Guard led the last line of defense of Palpatine's watchtower on the Death Star I, this one backed by a quartet of Royal Guards wielding lightsaber pikes. The guard was grappled by Starkiller, who broke his neck and killed him.

Equipment

Their appearance was identical to the Royal Guard, except that their armor and visor colors were inverted, with the full body armor and robe being black and the visor red. The armor provided them a great deal of protection making it both functional as well as ceremonial in purpose.

Their primary weapon was a lightsaber pike with a red beam extending from the tip of the weapon. In addition to this, their equipment included a heavy blaster pistol as well as a utility belt which included a medpac. Furthermore, they possessed a comlink which was long range, encrypted and miniaturized as well as including holo capability. Sometimes they carried cloaking devices.

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The Imperial Shadow Guard makes two attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeders

A speeder is any hovering high-speed ground vehicle\nthat uses anti-gravity repulsorlift technology and\noperates within a planet's atmosphere. Examples\ninclude landspeeders and airspeeders, which were not\nstrictly repulsorcraft as they did not hover above the\nground. Some speeders have afterburners that enable\nhigh-speed ight. Airspeeders are able to y at\naltitudes higher than landspeeders, some reaching\nheights of more than 250 kilometers. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Landspeeder

Low-power repulsorlifts allow most landspeeders to\nconstantly hover one to two meters above the ground,\nboth when stationary and while traveling. Turbine jet\nengines are responsible for propelling the vehicle\nforward. Some landspeeders also include mounted\nweapons either at the front of the craft or above and\nbehind the pilot and/or passengers.\n

\n\t\t\t\t\t

Hundreds of designers, manufacturers and models\nexist throughout the galaxy, though the SoroSuub\nCorporation dominated the landspeeder market\nbefore and during the reign of the Galactic Empire.\n

\n\t\t\t\t\t

Most landspeeder models are capable of carrying\none or more passengers, and top speeds vary between\n100 and 250 kilometers per hour. Most models are\nbetween 3 to 8 meters in length. Cockpit congurations\non many models feature retractable windshields and\ncanopies that allow the driver and passengers to be\neither fully enclosed, or open to the air.\n

\n\t\t\t\t\t

There are many types of landspeeders, from sporty\ncivilian models designed for speed and ashy looks to\neveryday utility craft that range from small speeder\ntrucks capable of hauling small cargo to massive\nfreighter-like transports that could carry tremendous\nloads. There are even a number of models built\nspecically for military use.

X-34 Landspeeder

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The X-34 is a civilian landspeeder of mundane design\nproduced by SoroSuub Corporation. Built with a\npowerful repulsorlift engine augmented with three air-\ncooled thrust turbines, the X-34 hovers up to a meter\no the ground during operation. The vehicles are\ncapable of crossing rough terrain, and are well-suited\nfor harsh desert climates. Available in open-air or\nsealed cockpit designs, the speeders lack any form of\ncombat capability in the form of weapon mounts or\narmor. The X-34 is fast, if fairly nondescript in\nappearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the\nRebel Alliance were retrotted with\nblaster cannons. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ffects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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The Jedi has advantage on saving throws against poison and disease.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"ZWY1YTc4NmIzNmUz","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"MGVmOGU4YzRhMjg5","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZDJlMmFlYjg0ZWQ0","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Jedi Infiltrator is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"MWI4MDI3ZTllNWVh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points).

The

Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw

1st level:battle precognition, force jump, force mask, force

propel, slow descent

2nd level: calm emotions, force camouflage, stun, stun droid

3rd level: telekinetic storm, knight speed, sever force

4th level: disable droid, improved force camouflage

5th Level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"YzVlMWViYzhlM2Y4","name":"Retreating Leap","type":"feat","data":{"description":{"value":"

When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"ZDQyYWQzNDRlZjI2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi makes three lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWMwNmJkMWVmMzU3","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/336_-_Jedi_Infiltrator/avatar.webp","effects":[]},{"_id":"JzQQkPMUsZm805hg","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"aK9ex2HLCS3IP5KZ","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"g3DfSxd1laBkxZGI","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"a8CUndvdjm0hoBrH","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8emZCwToRFCY5Gre","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"bonMPJuaXihl3KRl","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"zvRyTCHYePaBRhVc","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eDemqynlnK3E7qzM","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"x3wL0WCPT0ZPKLFk","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Q17QJR0tJID94vUp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fe3Tb2bVcgCUugIJ","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WFScPQuWc01P7s1G","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PWzdsx4vlsE4YHSf","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NbSfyi7y2FIzA3yq","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"9QrP1SxxoBkkLbyj","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BJvGh59E8Uy18XEC","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"XP9gjiqgtRS3rxRf","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gx29WyQbDUn0n8QQ","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"NBmbpkB79eidnVJv","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TMwwOvKChbC4TqcC","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"QSWPrrjjJWoDbrsh","name":"Mirialan Fallen Jedi","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":10,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"19 with battle precognition"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":46,"min":0,"max":46,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Chaotic Dark","species":"","type":{"value":"humanoid","subtype":"Mirialan","swarm":"","custom":""},"environment":"","cr":10,"powerForceLevel":12,"powerTechLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":6,"passive":24,"prof":8,"total":14},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","token":{"flags":{},"name":"Mirialan Fallen Jedi","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"QSWPrrjjJWoDbrsh","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzEzZjI0ZjE4NDkz","name":"Surprise Attack (1/rest)","type":"feat","data":{"description":{"value":"

If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MzBhZWM4NzAzZWVj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"NmRkN2ZlMzQ3OTAz","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"NDFlN2FlZDlhZWYy","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Fallen Jedi is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MmY3NjI0ZmU2MGE1","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MWNjZWNkOGUwZDU5","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points).

The Fallen

Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect

mind, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness

3rd level: dark aura, knight speed, sever force, force repulse,

choke

4th level: improved force camoflauge

5th level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"MTk4MjAyNWZhY2Y5","name":"Parry","type":"feat","data":{"description":{"value":"

The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"ZWU1ZGJiNWNiMzA5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NGNlYjA4YTdiZmYw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"NGUyOGQ0YWJlMzlk","name":"Offhand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","effects":[]},{"_id":"yi00gu839xLoNvHk","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xnQHycInMpoRLCJZ","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HIJU9Z9epmfMVhPb","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"J36Dtfo1SBg6VpFh","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"O5QwRUAq7GbM3LMY","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3y5xjtSTbl66tTgJ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"4Lq8ZOnvRQR0ggpk","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"rMWcrmVfMIZCuxQZ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"1zcVTH3V6ASWy3qn","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cBzjFD0Gj9SmeGzW","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"2xDXnDLUkcuByJzr","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"oWvsvvUOLUyOLnEt","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wwXMOyc5ctr4p7h1","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aZqzhC5Zjilh4au0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pvnFiz52cN4NboUh","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"qD0TPUcA8yXzYywb","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Bf54281jwJlLbTnO","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t0HWNVuE1ULEYAW9","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"zf85avQRWfzp1og4","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"RQfNUvrNKA5sERSt","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4C0OJxmZiGrsJ5vD","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6vDQGMuk3QwsHGee","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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\"They'll do their job well. I'll guarantee that.\"

- Jango Fett

Organization type
Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Republic Military)

Clone troopers, also known as Republic troopers, Republic troops, Republic soldiers, and nicknamed the \"Boys in White,\" were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. During the last years of the Galactic Republic, clones formed the backbone of the Republic Military that waged war against the droid armies of the Confederacy of Independent Systems. The Clone Wars was named after the Republic's clone army, which became symbolic of the conflict that had spread throughout the galaxy after a millennium of peace.

Clone troopers were grown on the planet Kamino at the request of Jedi Master Sifo-Dyas, having secretly commissioned the Kaminoans to build an army for the Republic. After his death, the project was taken over by the Sith. Clones were modeled on a human template, the bounty hunter Jango Fett, although their genetic structure was modified to make them less independent and more docile than their progenitor. They were also designed to age at twice the rate of natural humans, accelerating their growth and making them ready for combat in a decade's time. As the Separatist Crisis gave way to open war, the Galactic Senate empowered Supreme Chancellor Sheev Palpatine to call the clone troopers into action, leading to their debut on the battefield of Geonosis. For three years, clones fought the Separatist droids on all fronts across the galaxy. They were loyal to their Jedi Generals and the Supreme Chancellor; though some clones questioned their service, leading to isolated cases of desertion and treason, most were proud to serve the Republic as it was the only life they had ever known.

Galactic history was forever changed by a hidden control chip implanted in every clone. Chancellor Palpatine, discovered by the Jedi to be the Sith Lord Darth Sidious, issued Order 66—calling for the annihilation of the Jedi Order. With the Jedi labeled as enemies of the state, the clones turned against their generals, slaughtering them across worlds and inside the Jedi Temple on Coruscant under the stewardship of the Sith Lord Darth Vader. Sidious subsequently assumed absolute power as the self-proclaimed Emperor of the Galactic Empire. Clones initially served as Imperial stormtroopers in the New Order, but were soon replaced by human conscripts. Their armor, weapons, and training inspired generations of white-armored warriors, especially the First Order stormtroopers who were also trained from early childhood to become super-soldiers.

History

Origin

\"They are totally obedient, taking any order without question. We modified their genetic structure to make them less independent than the original host.\"

\"And who was the original host?\"

\"A bounty hunter called Jango Fett.\"

- Lama Su and Obi-Wan Kenobi

Years before the Invasion of Naboo, Jedi Master Sifo-Dyas came to believe that the galaxy would soon become engulfed by war. He therefore advocated for the creation of an army to ensure the defense of the Galactic Republic, but his views were ultimately rejected by his peers and he was cast out of the Jedi High Council. Undeterred by the lack of support from the other Jedi, Sifo-Dyas secretly contacted the Kaminoans—a species of experts in cloning, native to the planet Kamino—and commissioned them to create an army of clone soldiers for the Republic without authorization from either High Council or the Galactic Senate.

Shortly afterward, Sifo-Dyas was killed by the Pyke Syndicate at the behest of the Sith, resulting in the Sith's takeover of the clone trooper project. Darth Tyranus, the apprentice of the Sith Lord Darth Sidious, recruited the bounty hunter Jango Fett to become the genetic template of the clone army. Various modifications were made to the Fett genome so that the clones would grow faster and be more susceptible to following orders. Hyper-aggressive and volatile tendencies were tailored; the Kaminoans resorted to growth acceleration in order to create mature clones in half the time a human took to reach maturity. Fett's genetic structure was further modified to make the clones less independent and more docile than their template. However, the clones were also designed to be capable of creative thinking, making them far superior to battle droids according to Prime Minister Lama Su. In addition to Fett's financial compensation, the bounty hunter requested an unaltered clone for himself. As a result, the clone known as Boba Fett was created without the genetic modifications that caused the other clones to grow faster and obey orders without question. Jango became a near-mythologized figure, and clones came to view him as their father figure. However, the bounty hunter himself had no pride in the army, stating they were the cloners' creation and viewing them as livestock made to be cannon fodder.

Although the Kaminoans believed that the army was meant to serve the Republic, the Sith intended to use the clone troopers as their secret weapon against the Jedi Order. The clone army's true purpose was to exterminate the Jedi, and to that end an organic inhibitor chip was implanted into the brain of every clone trooper at the third stage of their development, of which at least one failed in clone trooper Tup, causing him to kill a Jedi beforehand. Officially, the chips were supposed to make the clones less aggressive and independent than Jango Fett. The significance of the inhibitor chip was supported by the assertion that a clone would become mentally unstable and dangerous to everyone around him if his chip was damaged or surgically removed. The chips were, in fact, created to compel the clone troopers to execute Order 66—a secret protocol that authorized the destruction of the Jedi Order.

Each clone trooper had an identifying code inserted in his left wrist. During the Clone Wars, the codes were linked to the file of every individual trooper in the Republic's military database. The files, which could be accessed by an astromech droid via the scanning of a clone's identifying code, contained the clones' designation, rank and overall service record, as well as any specialized training and the units that he was affiliated with. Most clones also shared their template's dark-brown eyes, black hair, and olive skin. While there were some genetic variations, most of these clones would ultimately remain confined to Kamino, being embarrassments or case studies.

Within a decade after Sifo-Dyas commissioned the creation of the clone army, the first two-hundred thousand units were ready with a million more underway. Around the same time, the Jedi Knight Obi-Wan Kenobi discovered the clone project on Kamino and duly informed the Jedi Council. By then, the galaxy was on the verge of a civil war between the Republic and a secessionist movement that ultimately formed the Confederacy of Independent Systems. Since the Jedi lacked sufficient manpower to guard the entire Republic, the Senate resolved to grant emergency powers to the executive branch. As a result, the clone troopers were formally organized into the Grand Army of the Republic by Supreme Chancellor Sheev Palpatine—the elected leader of the Senate and public persona of Darth Sidious, Dark Lord of the Sith.

Clone Wars

Soldiers of the Republic

\"I have to admit that without the clones, it would have not been a victory.\"

\"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun the Clone War has.\"

- Obi-Wan Kenobi and Yoda

Clone troopers were deployed into battle for the first time on the planet Geonosis, where twelve Acclamator-class assault ships supplied by Kamino were loaded with two battle armies, or 192,000 troops. Under the leadership of the Jedi, the Grand Army of the Republic forced the Separatist Droid Army into full retreat and consequently won the first battle of the Clone Wars. In the wake of the Republic victory on Geonosis, Count Dooku—the alter ego of Darth Tyranus—rallied a growing number of dissenting worlds to the Separatist cause, further dividing the Republic and forcing the clone troopers to fight the war on all fronts across the galaxy.

Throughout the conflict, clone troopers continuously demonstrated extreme loyalty to the Galactic Republic, especially their Jedi Generals and the Supreme Chancellor. Yet while the clones were conditioned to be absolutely obedient, every clone developed his own unique identity. Though encouraged to identify with their cohort, the clones received no time to form friendships beyond a soldier's bond. Insufficient or rushed field care led some clone veterans to have deep, physical scars. These soldiers wore their scars with pride, and some refused rehabilitative treatment to remove them.

The distinction between each clone ranged from loyal units, such as Clone Commander CC-2224 \"Cody\" and Clone Captain CT-7567 \"Rex,\" to a minority of clones who proved to be disloyal or uncommitted to the Republic's cause, such as Clone Sergeant \"Slick.\" Regarding service as slavery, Slick betrayed the Republic by accepting bribes from the Separatists and was therefore arrested as a traitor by the Grand Army. Another clone trooper displayed aberrant behavior by deserting the Grand Army and becoming a farmer under the name \"Cut Lawquane.\" For the most part, however, the clones found pride in their purpose as soldiers, and many continued to sacrifice their lives for the Republic. The clones fought alongside the Jedi and each other, and clone troopers viewed each other as brothers. While admirable, this quality could keep them from seeing the bigger picture and make them willfully ignorant of the Republic's politics. In particular, clones tended to view their fellow soldiers as family, fallen comrades as ancestors, and new recruits as descendants. Troopers also tended to see their barracks or starships as places of work.

As the Clone Wars dragged on, the stress of combat and high casualties caused cracks and strains among the ranks of the clone soldiers. Personality quirks, once considered harmless or even essential to their mental development, began to express themselves in extreme and polarizing ways. Each unit created their own rituals, small ways to identify squad mates, those from the same company, and veterans of specific campaigns. A soldier that talked about \"cracking that crystal\" identified themselves as a veteran of Christophsis and the assault on Crystal City, while an officer calling targets \"bugs\" revealed he fought in the hives on Geonosis. While many clones respected a soldier with a different background, some felt separated by time, space, and the unique aspects of their struggle.

Though the vast majority of clones remained loyal to the Republic over the course of the three-year conflict, as time progressed a small number began to question their strict obedience. Naive new clones fresh from the clone tanks found themselves fighting alongside veterans with years of combat experience, the deaths of comrades, objectives gained and failed, and the often-ineffectual civilian Republic leadership. Consequently, some veterans developed a skepticism of Republic bureaucracy that shocked even the most cynical of rookie clones. Unlike most \"natural\" species where youth question their elders, it was the older clones of the Grand Army of the Republic who found themselves questioning their values and traditions. These clones still found comfort in the company of their brothers, but life no longer seemed as cut and dry to them.

Public image

\"Valiant men, the clones have proven to be. Saved my life and yours they have many times. Believe in them we must.\"

- Yoda

Throughout the Clone Wars, clone troopers featured prominently in propaganda sponsored by both the Republic and Separatist media. Through the Commission for the Protection of the Republic, a populist organization commonly known as COMPOR, clones were portrayed as the public face of the Republic's war effort, resulting in the publication of patriotic artwork such as Unite and Support the Boys in White. The posters expressed patriotism and civic duty to the citizens of the Republic. Part of a large outreach campaign, clone troopers became the symbol of the war effort, largely replacing the Jedi of previous years. Projecting strength and unity, they reminded citizens that their sacrifices were funding peace through military might.

Such messages were intended to ingrain the image of the clone trooper as brave soldiers risking all for freedom, democracy and the Republic. Although COMPOR also wanted to use the Jedi Order as a tool for propaganda, Chancellor Palpatine advised against this course of action, citing sympathy for the Jedi's reluctant acceptance of their new role during wartime. As a result, very few examples of pro-Jedi messages exist as COMPOR devoted their full attention to promoting support for the clone troopers as well as loyalty to the Republic and, in particular, Chancellor Palpatine.

By contrast, the Confederacy of Independent Systems decried the clone army as a biological abomination—an inhumane practice in which weaponized embryos were carried to artificial term and turned into disposable killing machines. The Separatist cause was, therefore, portrayed as the more \"humane\" approach due to the Confederacy's use of battle droids. As the war carried on, more Republic citizens became disillusioned with the seemingly endless conflict, allowing Separatist and anti-war propaganda to take root in the Republic's territory. Widespread discontent began to erode the clones' public image despite COMPOR's efforts; even their civilian-coined nickname \"Boys in White\" backfired as anti-war activists pointed to the fact that the clones were barely thirteen years old by the third year of the Clone Wars.

Order 66

Sith conspiracy

\"I like a good mystery.\"

\"Yeah? You ever hear the one about the people engineered to kill, engineered to kill their best friends, their leaders, and they don't even know it?\"

- Jay Igno and CT-5555[src]

Near the end of the war, Order 66 was nearly discovered by the Jedi. CT-5385 \"Tup\" was a clone trooper in the 501st Legion who became mentally unstable when his inhibitor chip malfunctioned during the Battle of Ringo Vinda, causing him to kill Jedi General Tiplar. This premature execution of Order 66 resulted in an investigation by the Republic, the Jedi, and the Kaminoans. The Sith also took an interest in the matter; Count Dooku—whom Lama Su and Nala Se knew only as \"Tyranus,\" their secret benefactor—instructed the Kaminoans to prevent the Jedi from discovering the true purpose of the inhibitor chips. Tyranus was also disturbed by the degree of individuality that the clones displayed in spite of their psychological conditioning; Nala Se believed that the Jedi were responsible for encouraging greater creative thinking in the clones. Nevertheless, she was certain that, with the exception of Tup's damaged chip, the rest of the chips would function according to their design.

During the investigation, ARC trooper CT-5555 \"Fives\" became increasingly convinced that the inhibitor chip was part of a conspiracy against the Republic and the Jedi. Against Nala Se's advice, he was allowed to plead his case to Chancellor Palpatine. However, their meeting led the ARC trooper to believe that the Chancellor was involved in the conspiracy, although he was unaware of to what extent. Jedi Master Shaak Ti witnessed Fives's attempt to assassinate the Chancellor and prevented him from succeeding. Soon after his escape from the Grand Republic Medical Facility, Fives, who was trying to warn Jedi General Anakin Skywalker and Captain Rex, was cornered by the clone shock troopers of the Coruscant Guard and executed by Commander CC-1010 \"Fox\", commander of the Coruscant Guard. The investigation falsely concluded that Tup's chip was infected by a rare parasite native to Ringo Vinda and Fives succumbed to madness after removing his own chip on Kamino.

Shortly before dying, Tup and Fives—both of whom had their chips removed—described Order 66 as a mission that they repeatedly experienced in their nightmares. With their deaths and the removal of any evidence that could alert the Jedi to the existence of Order 66, the Chancellor convinced the Jedi Council that the clone troopers did require their inhibitor chips. Still, Rex, who had held Fives as he died, submitted a grievance report, where he stated the inhibitor chips could have an alternate purpose. While he was not sure if he believed it and knew the report would be ignored, Rex believed he owed it to Fives to record what he had learned.

The death of Fives did not completely ensure the secrecy of Order 66, however. The Jedi Council began inquiring into the specific circumstances regarding the mysterious death of Sifo-Dyas, the founder of the clone army. Alarmed by the Jedi's interest in the matter, Darth Sidious tasked his apprentice with the responsibility of eliminating any remaining loose ends that could connect the Sith with the creation of the clones. Darth Tyranus journeyed to the planet Oba Diah and killed Minister Lom Pyke of the Pyke Syndicate, but not before the Pyke revealed to the Jedi that Tyranus and Dooku were one and the same.

The Jedi Council was disturbed by the revelation of the Sith Order's involvement in the creation of the clones. Yet in spite of their suspicions regarding the reasons the Sith would provide the Jedi with an army, the Council ultimately chose to conceal their findings from the public and the government, fearing that such a discovery would undermine public confidence in the war. Moreover, Grand Master Yoda defended the clones' integrity to his peers, believing that the Jedi could trust in their loyalty as they had saved their lives many times and had proven worthy allies.

Fall of the Jedi

\"How widespread is this?\"

\"Ahsoka, it's all of us. The entire Grand Army of the Republic has been ordered to hunt down and destroy the Jedi Knights.\"

- Ahsoka Tano and Clone Commander Rex discuss Order 66

After three years of constant warfare, the Separatist forces attacked Coruscant, the Republic capital world, and managed to abduct Chancellor Palpatine in the process. The clone troopers rallied to Coruscant's defense while the Jedi Knights Obi-Wan Kenobi and Anakin Skywalker rescued the Chancellor. During the battle, Darth Tyranus was slain by Skywalker—an act which brought the Clone Wars closer to a successful conclusion for the Republic. The Jedi Council moved to capitalize on the momentum gained by Tyranus' death in the hope of ending the war.

The Grand Army continued to fight the war on various worlds across the galaxy, including Mygeeto, Felucia, Cato Neimoidia, and Saleucami. New fronts were opened as clone troopers were deployed to Kashyyyk and Utapau; and other planets as part of the Outer Rim Sieges. CC-1004 \"Gree\" and the 41st Elite Corps fought side-by-side with the Wookiees in the Battle of Kashyyyk, under the command of Yoda, while Kenobi and Cody oversaw the Battle of Utapau between the 212th Attack Battalion and General Grievous's droid army.

As the Republic drew closer to achieving total victory in the Clone Wars, Chancellor Palpatine revealed his true identity as Darth Sidious to the Jedi, provoking an immediate response from the Jedi Council. The consequent confrontation between the Council and the Dark Lord ended in the deaths of several Jedi Masters, including Mace Windu, and Anakin Skywalker's fall to the dark side of the Force. Now anointed as the Sith Lord Darth Vader, Sidious's new apprentice participated in the 501st Legion's assault on the Jedi Temple. Under the influence of Order 66, the 501st clone troopers stormed the Temple and exterminated the Jedi within. None of the Jedi were spared, including the younglings.

Around the same time, Darth Sidious issued Order 66 to the clone troopers throughout the galaxy—declaring every Jedi an enemy of the Republic. Order 66 triggered the hidden chips within the clones, compelling them to comply without question or hesitation with the plan to annihilate the Jedi. The clones turned on their unsuspecting allies and slaughtered them across numerous worlds. With the exception of a few survivors, the Jedi were all but extinct in the aftermath of the initial execution of Order 66. In addition, this protocol did not end with members of the Jedi Order, as clone troopers who failed to comply with the order were to be killed as well. Aboard a Venator-class Star Destroyer, Skywalker's former Padawan, Ahsoka Tano, and the rogue Sith Lord Maul were also targeted by the clones of the 332nd Company, who had been serving with Tano in the Siege of Mandalore. Rex, who had been promoted to be the company's Clone Commander, managed to resist his chip's control for long enough to tell Tano to find Fives. While he then fell victim to its control, Tano escaped the troopers and released Maul from captivity, intending to have him be a distraction. Tano then looked into Fives, finding Rex's grievance report on the chips. With the help of astromech droids R7-A7, CH-33P, and RG-G1, Tano had Rex knocked unconscious and brought to the medical bay, where they removed his chip, freeing him from Order 66.

After Rex informed Tano that the entire Grand Army had turned against the Jedi and their escape from the medical bay, Tano led Rex and the astromechs to the hangar to steal a shuttle. Elsewhere, Maul continued to move through the warship, ultimately entering and destroying the hyperdrive room. This pulled the Star Destroyer out of hyperspace and into the gravitational field of a moon, but the 332nd remained determined to kill Tano, even if it would result in their own deaths. Even though the clone troopers blocked their path to a Nu-class transport shuttle, Tano did not want to harm the soldiers, but Rex, who shed a tear, informed her of the troops' determination to follow Order 66. Tano was still unwilling to take their lives and devised a plan to stall the troops; while R7 prepared to drop parts of the floor, Rex distracted Clone Lieutenant/ARC trooper CT-5597 \"Jesse\" and the other clones by bringing Tano before them and explaining a complication with their order. This was that Order 66 commanded the death of the Jedi, but Tano was no longer part of their organization. Jesse rebutted, noting that Rex had told them they were under special order to kill Tano and any disobeying clone. Rex made a final plea to Jesse, but the Clone Lieutenant believed Tano was a traitor and found his superior to be in violation of protocol 66. Stating Rex would be demoted and killed with Tano, Jesse prepared the company to execute their former allies, but R7 then dropped the floor, separating a large portion of the clones and letting Tano and Rex deal with the reminder. However, Maul then entered the hangar and stole their shuttle, forcing them to look for a ship on the hangar's lower level.

The clone troopers managed to blast the three astromechs, but Tano and Rex found a functional BTL-B Y-wing fighter-bomber before the Venator entered the atmosphere. Once both were inside the Y-wing starfighter, they landed the ship nearby the Venators crash site. The clones aboard the warship, including Jesse, had been killed by the crash, but Tano and Rex buried their former comrades and used their helmets to mark each clone's grave. Tano then abandoned her lightsaber at the site. Eventually parting ways, Rex and Tano had both agreed to leave for the Outer Rim Territories.

Imperial service

Soldiers of the Empire

\"I heard they shut down the facilities on Kamino. They'll train up the last batch of clones and that's it.\"

\"But that's crazy. Who will protect the Empire?\"

\"Don't know, Kicker. But it won't be us. We get to pack up old Jedi way stations and crate everything back to Coruscant. I think our fighting days are done.\"

- \"Ding\" and \"Kicker\"

Without the Jedi Order, the galaxy fell under the power of the Sith once more. Sidious, having accumulated absolute political and military control over the Republic, was able to become the self-proclaimed Emperor of the First Galactic Empire. The Republic was no more; democracy and liberty were supplanted by the absolute rule of the Sith, leading to sweeping alterations that distinguished the New Order from the old system. During this time of change, all remaining clone troopers were re-designated as Imperial stormtroopers. As a result, the soldiers that once defended the Republic became the Empire's elite shock troops, enforcing the Emperor's will and destroying his enemies during the early days of the new Imperial Era.

Despite the clones' role in the formation and enforcement of the early Empire, the clone trooper production line was halted, causing rumors to spread across the ranks with clones such as \"Ding\" and \"Kicker\" pondering the Empire's future and the fate of their kind. Knowing that the clone army had only one generation left in its future, older clones dreaded the notion of retirement and, therefore, sought ways to remain on active duty, such as joining the Emperor's Royal Guard.

The drop in casualties following the end of the war allowed the Empire to suspend clone production without a major disruption in manpower as new, non-clone recruits took up the mantle. Nevertheless, the Empire continued to make use of clones even as they were gradually phased out of service. Clone troopers were dispatched to secure Jedi sites, such as the Mid Rim Jedi way station Brighthome, a task which the clones found tedious as they preferred to serve on the battlefield. In addition, shock troopers continued to patrol the upper levels of Coruscant and even supported Darth Vader in his efforts to capture Jedi Master Jocasta Nu, the Chief Librarian of the Jedi Temple Archives.

As time passed, however, the remaining clones were deemed no longer fit for military service due to their accelerated aging process. No longer using fresh clones to replenish the army due to the shutdown of the cloning hatcheries on Kamino, the Empire introduced birth-born human recruits and conscripts into the stormtrooper ranks, thereby causing the Imperial Military to transition from a clone army to a volunteer force. In 14 BBY, Sergeant \"Crest\" was a clone trooper who still served the Empire, although Darth Vader stated that the clone's aging may have been too fast for him to remain on active duty. However, Vader ultimately promoted Crest to the rank of lieutenant.

By 4 BBY most clones had been decommissioned and were regarded as obsolete. A small number of clones remained in Imperial service, acting as training instructors for the next generation of stormtroopers. One such clone was TX-828 \"Torrent\"; as one of the last clones in the Stormtrooper Corps, he was a rare sight by the time of the Battle of Yavin. At that time he was nearing the age of forty due to his accelerated growth process, with strands of gray coloring his black hair. By then the rarity of Torrent kind was such that ISB Senior Commander Alecia Beck was surprised to encounter a stormtrooper from the original Kaminoan production line.

An Imperial clone stormtrooper known as Crag remained in military service well into the Empire's reign, despite his accelerated age. Having served as a soldier since the time of the Republic, the old clone had a strong sense of duty, which he believed was maintaining order in the galaxy. However, his personality earned the ire of a fellow trooper, Sardis Ramsin, who regarded Crag as a \"relic.\" Crag was serving as a sandtrooper of Foot Patrol 7 when his team deployed to Mos Eisley on Tatooine, shortly before the Battle of Yavin in 0 BBY. They had been sent to capture two droids belonging to the Rebellion, C-3PO and R2-D2, but fell under the influence of a Jedi mind trick performed by an old hermit. Unbeknownst to Crag and his team, the old man with the droids was the Jedi fugitive Obi-Wan Kenobi, who used the Force to dominate the weak-minded troopers in order to move the droids into the city unopposed.

Life after retirement

\"What's the point of all this? I mean, why?\"

\"I don't know, sir. I don't think anybody knows. But I do know that someday this war is gonna end.\"

\"Then what? We're soldiers. What happens to us then?\"

- CT-7567 and CT-5555

During the later years of the Clone Wars, many clones talked about retirement as a reward for their service, but few knew what it entailed. Indeed, the Republic planned to retire the clones, but neither the government nor the clones knew what that meant. If a soldier brought the subject up, their commander would often put an end to the idle chatter. A few forward-looking clones contemplated work in corporate security or consultation with local militaries owing to their lack of civilian job skills, and their accelerated aging process decreased the likelihood of them learning and mastering such job skills before they died. However, strong loyalties to the former Republic created a moral quandary when it came to security work, as retired clones would possibly be fighting some of their former brethren.

Before the Republic collapsed, politicians had vetted certain officers about staying in a formalized and permanent Republic military to maintain the peace. A few exceptional clones had even been approached to run for political office. Having proven their loyalty to the Republic, and with the civilian population loving military heroes, many clones would have made ideal candidates were it not for the clones' general disdain for politicking.

Psychological impact of Order 66

\"The kid was right. Billaba was our hero. Yours and mine.\"

\"That traitor? No. Never!\"

\"Yes. She was. And Order Sixty-Six… We followed it—I followed it—as if under some kind of spell… As if I had no will of my own. No memories of the battles we had fought together. Not for one second did it occur to me to even question the Emperor's command!\"

\"Because when soldiers question orders, people die!\"

\"People died anyway! Master Billaba died at my hands! My friend, let's take one second now… Before it's too late.\"

\"You're talking like a Jedi traitor, Grey. We did what we had to do. Anything else is literally… Unthinkable.\"

- CC-10/994 and \"Styles\"

Some clones felt bitter and horrified by their actions, having been traumatized by the aftereffects of Order 66. On one occasion, CC-10/994 \"Grey\" was dismayed by his own thoughtless execution of Order 66—an experience which he described as being in trance, and therefore, unable to control his actions. Captain \"Styles\" did not share his commander's concern over the moral issues of Order 66, however. In an effort to atone for his participation in the Jedi Purge, Grey sacrificed his life to save Caleb Dume, the apprentice of Jedi Master Depa Billaba whom the clone killed while under the influence of Order 66.

Sometime after the issuing of Order 66 and the removal of Rex's chip, CC-3636 \"Wolffe,\" and CC-5576-39 \"Gregor\" had their chips removed. In the years that followed the Clone Wars, Rex and the other two clone veterans lived in retirement on Seelos, where they made a home out of a modified All Terrain Tactical Enforcer. Despite the effects of their accelerated growth, the aging clones decided to oppose the Empire by joining the nascent rebellion, a movement dedicated to the restoration of the Republic that the clones once served. Regarding the clones' view of stormtroopers, Rex was generally dismissive of the humans who replaced his brethren.

Clones in the Rebellion

\"Tell me, what's it like to be a traitor?\"

\"I'm no traitor. You want an answer, ask the Emperor about it.\"

\"Don't you feel guilty for turning your back on the Empire and joining these rebels?\"

\"These \"rebels\" are saving people's lives, which is more than the Empire's been doing across the galaxy.\"

- Jeken and Rex

Although the extensive majority of clone troopers were loyal to the Empire, held in place by training and established organic programming, a few clones were able to discover how to disconnect or repel their programming. Of those few, even fewer decided to rebel against the Empire, mostly due to their increasingly old age or situations. The rebellious clones brought their combat training and experience to the various resistance groups that they joined and were also knowledgeable in Imperial strategy and military bureaucracy. Although clones active in the growing rebellion operated apart from each other, some instances saw several clones working together.

At least one Jedi survivor harbored a grudge against the clones. Kanan Jarrus was traumatized by the events of Order 66, including the sudden execution of his Master, Depa Billaba by their own clone troopers, who betrayed and murdered the Jedi Master without hesitation. This experience caused him to develop a strong sense of bitterness towards the clones. After Clone Captain Rex joined the rebellion, Jarrus still possessed his grudge for a time, but Jarrus came to respect and view him as a friend after the Captain nearly sacrificed himself for Jarrus. After the mission, Jarrus went as far as to salute the clone, which surprised Rex, but he quickly returned it. After the rebellion fully formed into the Alliance to Restore the Republic, Rex continued to serve, and was eventually promoted to the rank of commander in the organization. He served in the Battle of Endor, which would prove to be a major loss for the Empire because of the deaths of Emperor Palpatine and Darth Vader.

Legacy

Galactic Empire

\"If it's a fight you want, I hope you brought a better class of soldier than those…stormtroopers.\"

\"They serve the Empire well, and I have a great many of them.\"

\"You're gonna need all of 'em.\"

- Rex and Alexsandr Kallus

Although the clone trooper program was decommissioned under the Empire, their service in the Clone Wars inspired a generation of birth-born humans, both throughout the conflict and the years that followed. At the time there was no army to enlist in; save for the clones' Jedi Generals, the Grand Army of the Republic was exclusively based on a single template. The Republic faithful nevertheless wanted to do their part as citizens of the thousand-year democracy; as such, they were encouraged by COMPOR propaganda to purchase war bonds or report acts of sedition to the authorities.

The Commission for the Preservation of the New Order (COMPNOR) built upon the carefully engineered symbols and messages of its COMPOR predecessor to accelerate the vast military expansion as decreed by Emperor Palpatine. For all of COMPOR's efforts to mythologize the clone troopers, portraying them as gallant heroes of the Republic in a barrage of propaganda, clones remained an abstraction in the public's mind. Yet whereas the Grand Army's ranks were exclusively clone-based, the galactic populace was encouraged by COMPNOR to serve the state by doing more than purchasing bonds, reporting treason or rationing supplies. With the cloning operation on Kamino suspended, ordinary citizens volunteered for military service in the hopes of wearing the armor of the Imperial stormtrooper and becoming heroes like the clone soldiers they idolized.

By the later years of the Galactic Empire, clone troopers and the Grand Army of the Republic were virtually forgotten, becoming what some called a \"lost generation,\" despite their valiant service. By the war's end, clones had saved billions of lives across the galaxy, while their vehicles and equipment inspired new weapons such as the E-11 blaster rifle, based on the common clone weapon the DC-15, and AT-AT, based off the clone tank the All Terrain Tactical Enforcer.

New Republic Era

\"Of course I don't believe it! A clone that knows the location of forgotten Separatist treasures? Not only is that ridiculous, but the clones are extinct!\"

- A Devaronian, in Takodana Castle

The clones of Jango Fett were extinct by the time of the New Republic Era. However, at least one clone trooper was said to have sired a child before dying in the Clone Wars. Sconto, according to his mother, was the son of that clone. Unlike the clone, Sconto aged at a normal rate and was living as a merchant in Utapau's Pau City—the site of one of the final battles in the Clone Wars—about thirty years after the Battle of Yavin. Sconto was proud of his heritage and therefore harbored resentment towards the Jedi, whom he held responsible for his father's death.

CT-6116 \"Kix,\" a clone trooper of the 501st Legion, was discovered by the pirate Sidon Ithano over fifty years after the end of the Clone Wars. At the time Ithano located a downed Separatist vessel and decided to raid it, assuming he would find valuable kyber crystals once belonging to Count Dooku. Instead, he found Kix, who had been frozen in stasis since the late Clone Wars, because he had discovered Order 66. The clone medic was deeply saddened when he learned about the end of the Republic and the loss of his brothers, and ultimately joined Ithano's crew due to his expertise in Clone Wars-era technology and the knowledge he possessed regarding the locations of former military locations.

First Order

\"How capable are your soldiers, General?\"

\"I won't have you question my methods.\"

\"They're obviously skilled at committing high treason. Perhaps Leader Snoke should consider using a clone army.\"

- Kylo Ren and Armitage Hux

Among military circles, the clones were remembered for their effectiveness. Determined to reclaim the Imperial legacy, the First Order initiated a clandestine project that centered on conscripting human children into its forces. Trained in live-fire drills and programmed through First Order propaganda, they became the new generation of stormtroopers. As the latest iteration of one of the most distinctive symbols of military might in the galaxy, First Order stormtroopers wore stark white armor derived from that of their Imperial predecessors and the Republic clone troopers who came before them.

Though General Armitage Hux had complete confidence in his soldiers, convinced they were well trained and programmed, his rival Kylo Ren doubted their loyalty to the First Order and Supreme Leader Snoke. During the cold war with the New Republic, Ren accused Hux's stormtroopers of harboring the potential for treason after FN-2187 betrayed the First Order. The dark warrior suggested that a clone army would be more reliable, using the rogue trooper as an example of a flaw that was potentially systemic to the stormtrooper program. The general responded to Ren's criticism by assuring him that the stormtroopers were exceptionally reliable in their combat skills and allegiance to the First Order.

At the height of the First Order–Resistance war, the Sith Eternal cult readied an army of elite soldiers to support the First Order's ultimate push toward galactic conquest. Though they were named after a revived sect of the dark side, Sith troopers were the culmination of decades that the Empire spent attempting to strip individuality from its soldiers. Molding individual beings into fervently loyal extensions of the Emperor's will was a process that experienced much trial and error since the Clone Wars. Darth Sidious was dismayed to discover that clone troopers exhibited disconcerting amounts of free will despite their genetically engineered background and numerous alterations. While the Sith troopers were not clones, they underwent flash-imprinting and loyalty conditioning built upon and advanced beyond the Kaminoan procedures of earlier generations. As a result, they were far more loyal and machine-like than the First Order's trained-from-childhood stormtroopers.

Training

\"I want you troopers to remember—we're shoulder-to-shoulder on those front lines. Brothers! And sometimes we may quarrel, but no matter what, we are united. Rule one: we fight together.\"

- \"Colt\"

In order to rapidly produce a large army, the clones were subscribed to an accelerated training and aging program. All clones went through painful accelerated growth before reaching maturity, all while enduring nonstop training, simulations, and testing. Letter and number identifications were assigned to the clones to remove any sense of identity, as the cloners and trainers on Kamino viewed them as pieces of a machine, and not people. Endless mental and physical drills bled into the clones' \"recreation,\" where they participated in sports and games that resembled battle situations. Any bouts of anger or rebellion were dealt with by placing clones in retraining pods, essentially isolation tanks. Throughout their time on Kamino, their engineers muttered veiled threats of \"disposal\" if the clones failed their testing. As the war progressed, the Jedi clamped down on the more egregious attitudes, but the engineers of Kamino maintained their view of the clones as merely a product.

As trainees, clones held the rank of clone cadet and were organized into multiple squads for the purpose of learning cooperation and teamwork. Cadets had several kinds of instructors; younger clones were monitored by full-grown clone sergeants and bounty hunters were hired to supervise the older clones. By the time of the Clone Wars, Jedi Master Shaak Ti personally oversaw the training of new generations of clone troopers. ARC troopers were also assigned to inspect the progress of future troopers. Clones deemed exceptional in comparison to the average, rank-and-file trooper, were given specialized training in order to become elite soldiers, such as clone commandos or ARC troopers.

During the war, Shaak Ti observed how some cadets such as Domino Squad struggled to complete their training. Lama Su, who regarded the Domino clones as sub-standard units, believed they were the result of the Kaminoans' need to stretch their remaining supply of Jango Fett's DNA due to the template's untimely demise on Geonosis. The prime minister also opined that a new genotype would have to be selected in order to produce more clones fit for combat.

The clones lived and trained in Tipoca City, the capital city of Kamino, throughout their time as cadets. Naturally, clones came to regard Kamino as their homeworld, just as official records did. Training and studying under the soft white lights of the clone facilities, most never saw the rain, oceans, clouds, or sky until they left for combat. Still, from the moment of their birth, the clones received encouragement from their trainers and genetic engineers to leave Kamino, and become soldiers among the stars.

At least two clone squads were given a tour of the Venator-class Star Destroyer Endurance during the Clone Wars as part of the Clone Youth Brigade. The point of this on-site training exercise was to test the cadets' knowledge regarding the functions and layout of a Star Destroyer. It was also meant to help prepare the cadets for their future as fully trained clone troopers.

The clones who failed to complete their training were disqualified from becoming soldiers. Instead of military service, failed clones—such as 99—were given janitorial duties and menial work. The cadets who succeeded in their trials were promoted to active duty.[60] Despite technically holding the rank of clone trooper, new troopers were regarded as rookies and referred to as \"shinies\" by older, more battle-experienced clones.

Clones were taught Basic, the language of the Galactic Republic. Those who spent a lot of time stationed on a specific planet could adopt a patois of the local language. Clones tended to litter their speech with jargon and slang—such as \"clankers\" for droids—incomprehensible to a civilian or a Jedi unfamiliar with military culture.

As the war progressed, command allowed clones to pursue hobbies within limited parameters to supplement their off-duty training and improve mental health. This improved morale and recovery; however, it also gave clones insight into the \"other side\" and how the civilian population lived.

Equipment

\"Generation One armor always holds up.\"

- Rex

Phase I clone trooper armor was the first version in the clone trooper armor series. It was issued to clone troopers on Kamino prior to the Clone Wars, and was in service until it was rendered obsolete by Phase II around the time of the Battle of Mon Cala. Both versions of clone trooper armor could be modified with an array of attachments, such as jetpacks and macrobinoculars. To better monitor ground movements and coordinate attacks, all clone troopers held a tracking device within their helmets that allowed controllers on Acclamator-class transgalactic military assault ships to better monitor the combat zone.

At first, Phase I armor used color to distinguish clones trained for leadership roles, such as captains and commanders, from each other and the standard troopers in the Grand Army of the Republic. As the Clone Wars progressed, color gradually became used for the purpose of armor customization and unit identification. The trend was maintained during the service of Phase II armor, but was ultimately discarded by the time of the creation of stormtrooper armor after the Clone Wars. The identifying white armor of both Phases signified an honorable symbol of defense; however, the creation of the stormtrooper skewed this symbolism into one of a faceless icon of conformity.

Clone troopers were armed with the DC-15 blaster rifle and DC-15A blaster for long ranged combat,[2] as well as blaster pistols for standard-ranged combat. They also wielded several types of grenades, including Electro Magnetic Pulse grenades and thermal detonators.

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DesignationNon-sentient
Average height1,8 meters
Skin color
  • Brown
  • Yellow
Distinctions
  • Plumb body
  • Four legs
  • Short snout
Homeworld
Naboo
Habitat
Grasslands
Diet

Herbivore

Shaaks were plump quadrupedal herd animals native to the grasslands of Naboo. Shaaks were often raised for their meat, and had large, rotund bodies. They had relatively weak legs, however, and were barely able to keep themselves upright.

Characteristics

The herbivorous shaak was a wandering animal, and was found in multiple regions of the planet. However, they tended to seek out dry areas, and avoided Naboo's numerous swamps since they were commonly not fond of damp surroundings. Shaaks were, however, naturally buoyant due to their fatty bodies, though their four short legs were of little use in the water. Their inability to escape from water meant that shaaks sometimes found themselves carried over waterfalls, though their fatty bodies ensured such falls did no serious damage.

Female shaaks had multiple wombs, allowing for a remarkable reproduction rate. In fact, females were continually pregnant, and their compartmentalized uterine system allowed them to be impregnated by several different males at the same time.

Their intestines were also very sensitive to blockages caused by chemicals, to such an extent that they would eventually explode overtime if they were fed any food laced with these chemicals.

Another interesting fact about shaaks was that they were one of the few species that, if infected with the Blue Shadow Virus, would die instantly.

A similar species can be found on the planet Alzoc III, with longer fur to suit the frigid climate. To intimidate the local food commissioner, crime lord Tyber Zann killed several prize shaaks so that he would control most of Alzoc III's food market.

History

Though prized for their meat by Naboo and Gungans alike, shaaks were seldom used as pack animals due to the fact that their abnormally large rumps made harnessing difficult, and rarely used as mounts due to their inherent instability, though some herders, such as the Gungan Peppi Bow, rode them with ease. They were also prized for their fluff.

During the Separatist Crisis in 22 BBY, Anakin Skywalker, who during that time had been acting as a bodyguard for Padmé Amidala after two near-assassinations against her, attempted to ride one of the Shaaks, although he briefly fell off, causing Padme some concern until it was revealed that he deliberately fell off as a joke.

During the Clone Wars, Peppi Bow's herd fell victim to a leak of the waterborne Blue Shadow Virus from Nuvo Vindi's laboratory. She lost six of her shaaks to the plague and almost fell victim herself.

In 1 ABY territorial disputes between shaak wranglers led some wrangling families to hire gangsters that added banned chemicals to the feed of rival shaak herds. The intestinal blockages created by these chemicals eventually caused the shaaks to explode. The Royal Advisory Council had to hire independent agents to eliminate the gangsters.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The junior engineer knows the following

tech powers:

At-will: electro shock, encrypted message, rime shot

1st-level: energy shield, homing rockets, repair droid, smoke

cloud

2nd-level: acid dart, magnetic field

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/369_-_Combat_Engineer_2C_Junior/avatar.webp","effects":[]},{"_id":"1GE455TC30CQTTHv","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"yJxOyeXdXFlshyBv","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"RgsQ1DgxgbU8KWNX","name":"Rime Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i6VsaYG9PEr8NP1I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp","effects":[]},{"_id":"Y1lsIeY9xMJRq5TL","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"wP3jajwGjwwGI39G","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"DNT7qZJU1vC0IKTQ","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"HUgbpC1ylC32vBo6","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"1JopLdyU6jDUUkC0","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"EBlBW022Pr2lEggk","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]}],"effects":[]} +{"_id":"QmdJZn3vdaPG7UOK","name":"Beggar's Canyon Womp Rat","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"natural armor"},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8+2"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":11,"min":0,"max":11},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 13"}},"details":{"biography":{"value":"

\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" 

- Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","token":{"flags":{},"name":"Beggar's Canyon Womp Rat","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"QmdJZn3vdaPG7UOK","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2MyNmNmOWNiMmM4","name":"Keen Hearing and Smell","type":"feat","data":{"description":{"value":"

The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","effects":[]},{"_id":"YzE3YjI3MzI3Y2M2","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/020_-_Beggar_27s_Canyon_Womp_Rat/avatar.webp","effects":[]},{"_id":"N2FlMTVmMDkxNTg1","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

The orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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The apprentice has advantage on saving throws against being charmed or frightened.

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The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points.

The

apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward

1st-level: curse, sap vitality

2nd-level: drain vitality, force camouflage

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The apprentice makes two melee weapon attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/410_-_Dark_Novice/avatar.webp","effects":[]},{"_id":"NThmMTZkNGUxYWE4","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/410_-_Dark_Novice/avatar.webp","effects":[]},{"_id":"ZDYyYzgzZmUyNTFh","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/410_-_Dark_Novice/avatar.webp","effects":[]},{"_id":"s97AmUVyonIvaHw6","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"NX0NsokEF6TpiKdT","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"tajOV7HYxuOccfFT","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"hR9Z3hWkpfytFuY4","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"LMhmBqJCI240FSlS","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"SbRckHofT2gZ6GKl","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"OCqSEc9ZBxOBVB6g","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"DFCqufZRn5q4Nk2k","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"RTetRByNzUH7P6EQ","name":"Vines","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":15,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"


Arboreal reptiles

Bothawui

Halkra, also known as \"strangle vines,\" was an arboreal predator from the planet Bothawui. The creatures lived with the planet's forests and were easily disguised by their environment. Within the forest, they appeared as normal vines, covered in lichens, often tangled-looking, and hanging from low branches near sources of water. The plant had twelve tentacles which it would use to capture the prey, and then digest it within a central sac.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"plant","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":["fire"],"custom":""},"ci":{"value":["blinded","charmed","deafened","prone"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","token":{"flags":{},"name":"Vines","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"RTetRByNzUH7P6EQ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YzhlZjRhNzA0ZTY5","name":"Constrict","type":"feat","data":{"description":{"value":"

Creatures grappled by the vines take 4 (1d8) kinetic damage at the start of every round.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","effects":[]},{"_id":"NmU2NTIxYjRjODJm","name":"False Appearance","type":"feat","data":{"description":{"value":"

While the vines remains motionless, they are indistinguishable from normal vines.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/240_-_Vines/avatar.webp","effects":[]},{"_id":"MGRmZTM5YmY1NjI2","name":"Vines","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 22 (4d8+4) kinetic damage.

The target is Grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"OTMzNGZkYWY3OWQz","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"NzAyMDdiYmI2NGIz","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTVjMmViMzhlNmNk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Peacekeeper knows the following

force powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge

1st level: battle precognition, phase strike, force throw

2nd level: stun, animate weapon, rescue, phase walk

3rd level: telekinetic storm, knight speed, sever force

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTU0ZTdlZjg0Zjcx","name":"War Casting","type":"feat","data":{"description":{"value":"

When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"NTA0MjIzNWY1ZTI2","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"MmMzNmFhZjU3ZGFh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"ZTEwNDQyZDFlNDU4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MGY3MDBhYzU2ZjE5","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/326_-_Jedi_Knight_Peacekeeper/avatar.webp","effects":[]},{"_id":"rT8PKuUNatL6M0q1","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"3GSkoEWiOpLwiwIz","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QYHz0DrNZ2xAsmBR","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"buwzXZHa5UzCQAwh","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OpfooF1huqKytlkm","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QDlURvDXp32ESPLn","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"sREMBtTmrHhwcKqY","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RtSbZnOA96F7LQog","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2BqufpkPLW2tZ8EF","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6Dyd2z8tUtKSZ8lL","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CwnjtDpkZTQc7VDY","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R2zJx9TKiX4DV4jF","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yslyCaSG6719MiKl","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"h0NCJlj7PDCpoRzd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zf3J0LVSDe8Dr49U","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"RajAP21IXbaWToEu","name":"Wookiee Berserker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d8+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points).

The Jedi Sage knows

the following force powers:

At-will: saber reflect, force disarm, force technique, force

push/pull, turbulance

1st level: heal, battle precognition, phase strike

2nd level: animate weapon, stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, plant surge, force

repulse

4th level: mind trap, grasping vine

5th level: mass animation, improved phase strike, improved

heal, improved phase walk, stasis, improved battle meditation

6th level: telekinetic burst, wall of light

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When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/429_-_Jedi_Knight_2C_Scholar/avatar.webp","effects":[]},{"_id":"o8tZ1dWLQv777GfA","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"2zl0hfvlUe81IK7r","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bs8WZW3pDi0wNh6n","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J12m8M05yb7fEaYZ","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ETGKSbo8nHCAFFgH","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uCjyi8RnHQaILIRf","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"lKZBZhOBQweK48KA","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"BmTHW2x1CvJE8za5","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J0xfXsaryIxMTATu","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KsjXuWPxyur7A2Z4","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DlXarI5LzfMXLkF6","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"6sHn0LUBtBcJXmGs","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fne2zF0Q1uHioZyS","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"DYVEAGWog2FxE6pc","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"e7P3aYvqhk0QdVQr","name":"Plant Surge","type":"power","data":{"description":{"value":"

If you cast this power using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the power’s area from being affected.

\n

If you cast this power over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YTSbLoD7dnvql2H3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iV9JgOew51ZspKXb","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UvppEXiuibUhIS3z","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ts13yoXyp4INk8uW","name":"Grasping Vine","type":"power","data":{"description":{"value":"

Prerequisite: Plant Surge

\n

You make a vine sprout from the ground in an unoccupied space you can see. When you cast this power, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.

\n

Until the power ends, you can use your bonus action to have the vine lash out again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gtBIhjewL9Ie8Qdx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FhHYy2QmsqdROkYO","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4zl3SJOxbBqSDmWf","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Nl3GNJOzlViQjqyU","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"iGqWN5onFOlsS0dY","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cB9Xvmctyw11iLfQ","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L2EjYgEDUKV2qtRo","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]},{"_id":"xlqYQrLFtxdmxzZj","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8oGqZM77wwsn86GC","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"SJtMCisknOj0cZ4u","name":"AT-DP","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":147,"min":0,"max":147,"temp":0,"tempmax":0,"formula":"14d12+56"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":147,"min":0,"max":147},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"—"}},"details":{"biography":{"value":"

The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.


The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.


Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.


AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

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Creatures of Medium size or smaller can stand in the AT-DPs space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

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Ranged Weapon Attack +7, Range 120/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"N2RlYWRkYmI2ZTdl","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Abeloth has advantage on saving throws against Force Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MjU4MmNiMDU5MzMx","name":"Font of Power","type":"feat","data":{"description":{"value":"

When Abeloth rolls damage for a power, she can spend 1 additional force point to reroll a number of the damage dice up to her Charisma modifier (5). She must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MjEyMjRkZDlhYzQ0","name":"Pool of Knowledge","type":"feat","data":{"description":{"value":"

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"MTc4ZjMzYTZjNjBk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Abeloth is an 18th-level forcecaster. Her Forcecasting Ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 Force Points and

knows the following powers:

At will: Burst, Feedback, Force Push/Pull, Give

Life, Saber Reflect, Shock

1st level: Cloud Mind, Force Mask, Force Throw,

Project

2nd level: Coerce Mind, Hallucination

3rd level: Force Lightning, Force Repulse, Knight

Speed, Telekinetic Storm

4th level: Drain Life, Mind Trap

5th level: Dominate Mind, Greater Feedback,

Siphon Life

6th level: Mass Coerce Mind, Telekinetic Burst

7th level: Force Project, Whirlwind

8th level: Death Field, Earthquake, Telekinetic

Wave

9th level: Master Feedback

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"ZGFjMTc4MjFjYWFm","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"YjczZDc1YjYyMzJj","name":"Teleport","type":"feat","data":{"description":{"value":"

.

Abeloth teleports up to 120 feet into an unoccupied space she can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"OWFiYTIyZTkzYjQz","name":"At Will Power","type":"feat","data":{"description":{"value":"

.

Abeloth casts an at will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"OTZkNTI1NTJhMzc2","name":"Attack","type":"feat","data":{"description":{"value":"

.

Abeloth attacks once with shotosaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"NGU2OWI1OGU3ODZm","name":"Teleport","type":"feat","data":{"description":{"value":"

.

Abeloth uses her teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","effects":[]},{"_id":"4IvEmLQOQfQZTzLk","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"edute0FdQBVp9Vqu","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"rPdM82r6DeVCmST5","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"LAqJQedHClGo40nv","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WNEx6Wg82JfN4MgE","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"7YlMq8EsGXSG44Mw","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"yQD9EJffqPZCFyuD","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JlmtiQ0RLfVRp6x2","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tU3yDRTkPRVE3KeO","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3Cq3RmA3me6wSHg5","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xLNwL5VZACZx52t4","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Qu0v4nE8WlvQkP9V","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"LwYTj8QdOYMO8viA","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"y63483z7HokbWgVg","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0SmqEyJfyQ40azlJ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"YdPriIhCBLAO0TpD","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FHVTafpwH3tYzGDa","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"01t3CLrzWn4BY2Xj","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ePUfzASuuioHXdnD","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"M8kxdIL7ep51rgs5","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Improved Feedback"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","psychic"]],"versatile":""},"formula":"1d6","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Zt3Aw0RkTFY2bwW8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Feedback.webp","effects":[]},{"_id":"FHcXVZQeN0Wh7lXz","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"E0nTRAMGYqNcC6aE","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jLtpENvmpgZK9zny","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hzHYrPUlEbDLCLxm","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Pg73kllJfQdFksfu","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"ECPu4TP4L2WUio58","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"HpcD83CnrTjCOJDO","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tPOy3UKtU6W6TRD8","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xqJbAFo8WsgmwHVn","name":"Master Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.DFpooO6icOfTdG5C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]}],"effects":[]} +{"_id":"SbJpR9f9FePaYClu","name":"Dragonsnake","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"10d10+30"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":40,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 14"}},"details":{"biography":{"value":"
DesignationNon-sentient
ClassificationReptile
Distinctions

Long, snakelike body

Homeworld
  • Dagobath
  • Nal Hutta
HabitatSwamps
DietCarnivore

The dragonsnake (also spelled dragon snake) was a large, predatory reptile that dwelled in the muddy waters of certain planets, including Dagobah and Nal Hutta. During the Clone Wars, the Jedi Master Obi-Wan Kenobi had a run-in with a dragonsnake while searching for Ziro the Hutt on Nal Hutta. Years later, Luke Skywalker crash-landed on Dagobah, where his astromech droid R2-D2 was swallowed and spat out by a hungry dragonsnake.

Biology and appearance

Living in the murky waters of swamp-covered planets such as Dagobah and Nal Hutta, the dragonsnakes were large serpentlike beasts with sharp fangs. Although voracious, they were incapable of digesting metal.

Behavior

Dragonsnakes were predatory animals, living off the flesh of other creatures. They hid under the muddy water, waiting for their next meal to come close enough. After snatching its prey, a dragonsnake would then dive back under the water.

History

At some point during the pan-galactic conflict known as the Clone Wars, the Jedi Masters Obi-Wan Kenobi and Quinlan Vos attempted to track down Ziro the Hutt on Nal Hutta. During the mission, Kenobi was attacked by a local dragonsnake. The creature was killed when the Jedi Master thrust his ignited lightsaber in the dragonsnake's head.

In 3 ABY, the aspiring Jedi Luke Skywalker accidentally landed in the middle of watery peat bog on Dagobah. A hungry dragonsnake that hid there snatched Skywalker's astromech droid R2-D2, mistaking him for a living organism. Upon realizing that its prey was inedible, the dragonsnake forcefully spat out the droid, who survived the encounter unscathed.

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The dragonsnake can hold its breath for 1 hour.

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If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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The dragonsnake can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (3d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

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The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

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Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","effects":[]},{"_id":"NTYyZGMwYWUzN2Ew","name":"Tidal Wave (Recharge 6)","type":"feat","data":{"description":{"value":"

.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","effects":[]},{"_id":"MDc1Yzg1NzJhMWVj","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Lawful Light","species":"","type":{"value":"force","subtype":"storm","swarm":"","custom":""},"environment":"","cr":25,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"nat":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","token":{"flags":{},"name":"The Ashla","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SljivzMg7E2uVute","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTQ1MGM0ZDllM2Q3","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, project, sense

force, sever force

3/day each: force project, force suppression, sanctuary,

telekinesis, telekinetic burst

1/day each: improved force camouflage, master revitalize,

stasis field, wall of light

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NmFmYWQ0YjRmMWQy","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Ashla fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NzZkNjUyYzUxMGYz","name":"Limited Force Immunity","type":"feat","data":{"description":{"value":"

The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"ZGRhMjdmZjkyYjM1","name":"Radiance","type":"feat","data":{"description":{"value":"

As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MDg5OWFhMDdhYzI4","name":"Radiant Attacks","type":"feat","data":{"description":{"value":"

The Ashla's attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MzhhZDYwYzA1MmVi","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NDRjNWI4NDZkYjlm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YmY0MWYyZjIxOWM1","name":"Unarmed Strikes","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage plus 13 (3d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","kinetic"],["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"ZmJlNDE3YTY2MDgx","name":"Light of the Force","type":"feat","data":{"description":{"value":"

.

The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NGE3MDEwYmY4NmQ1","name":"Grace of the Ashla","type":"feat","data":{"description":{"value":"

.

The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"MTQ2NWZlYWZiZmUx","name":"Peace","type":"feat","data":{"description":{"value":"

.

The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"YzczMjIwNzFlNTcy","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Ashla teleports to a point it can see within 60 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"YTI4NGJhM2Y3NjU0","name":"Unarmed Strike","type":"feat","data":{"description":{"value":"

.

The Ashla makes an unarmed strike.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"N2Q3M2ZhMjg0ZmFm","name":"Innate Forcepower (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Ashla casts an innate force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"NzlhZTcxNDg5Mjhl","name":"Peace (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Ashla uses its Peace action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","effects":[]},{"_id":"rdRG10HFGCFXi52x","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"KtifsBEZPvL2GR72","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zEapXknTej8exDe3","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3CJr3rMQj3XB0gg3","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QB8LAypMSpfuJ0nC","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GCVCFWBUAm02rmlk","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"keh2c1cHjFs0ur9L","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vXIpkxAHLlEHrOWE","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"nfOdOfTdO3PR8leL","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"khxu4rSkQUjTe93z","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZVr9gbXCP80WGTKu","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YubjeQFtAc9U4Kc3","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1VukoK13wVAgVYYa","name":"Master Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Improved Revitalize

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 1 day. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with all its hit points.

\n

This power closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The power replaces damaged or missing organs and limbs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SbgYZsKp6FwiLhQA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RQjSx79oY38cSqUu","name":"Stasis Field","type":"power","data":{"description":{"value":"

Prerequisite: Stasis

\n

Choose a point that you can see within range. Each creature within range of that point must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of a target’s turns, it can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 9th level, the size of the cube increases to 40 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oF7fFDz9xqC9ICzm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5XHLEUQ7FMV7TPcG","name":"Wall of Light","type":"power","data":{"description":{"value":"

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain.

\n

When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kY1b6BbuiWdIkeYq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"SmXDtY4Pa4czAikI","name":"Hawk-bat","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"
Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","token":{"flags":{},"name":"Hawk-bat","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SmXDtY4Pa4czAikI","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjljYjIwZDY2MjUx","name":"Echolocation","type":"feat","data":{"description":{"value":"

The hawk-bat loses blindsight when deafened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"NDQ5NTE1MmViYTFk","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"YjZlZWI1NTAyNmI5","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]},{"_id":"NDU1NTBmZjE3MDNh","name":"Talons","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/073_-_Hawk-bat/avatar.webp","effects":[]}],"effects":[]} +{"_id":"Sn5rva8QfnV9Wv7c","name":"Exogorth, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":28,"proficient":0,"min":3,"mod":9,"save":9,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":11,"prof":5,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":1,"min":3,"mod":-5,"save":0,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":1,"min":3,"mod":-1,"save":4,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":247,"min":0,"max":247,"temp":0,"tempmax":0,"formula":"15d20+90"},"init":{"value":0,"bonus":0,"mod":-2,"prof":0,"total":-2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":247,"min":0,"max":247},"bar2":{"value":18,"min":0,"max":0},"senses":{"blindsight":30,"tremorsense":60}},"details":{"biography":{"value":"

\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

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If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (3d6+9) kinetic damage.

If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

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Salvagers

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A scavenger or salvager, often abbreviated \"scav,\" is a\nperson or droid whose primary occupation is collecting\nlost or abandoned items or recovering wreckage from\ndisaster or battle sites.

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The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward

1st level: tactical barrier, tranquilizer

2nd level: cryogenic volley, infiltrate

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The salvager has advantage on saving throws against being charmed or frightened.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"NTMwODhhMGQ4Mjc4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The salvager makes two melee or ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmFjMWM0NzE3NDJj","name":"Heavy Shotgun","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"MDhhMWUzMmY0ZGQ2","name":"Heavy Shotgun Burst","type":"feat","data":{"description":{"value":"

.

10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"cube"},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"ZTI5MzZmYzU1MWY0","name":"Electrostaff","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/427_-_Salvager/avatar.webp","effects":[]},{"_id":"dFJoAYOuDKR1NbHL","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"bdv2rZYfqVy2vGut","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"lRF4NvhspevglHjz","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"kmwuYgfwmUMgGiLk","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"9zXPoeOJtfjApmVj","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"NLLcvi0ngbAvtVFs","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"kSUNeDzG4WKN5JnL","name":"Cryogenic Volley","type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.AANtnm5ZkutF0eMt"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp","effects":[]},{"_id":"UETNaevdD7uwfs5t","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]}],"effects":[]} +{"_id":"TDagccLymEfXDU8g","name":"Legendary Corellian Smuggler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":24,"proficient":1,"min":3,"mod":7,"save":12,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"+1 heavy combat suit"},"hp":{"value":130,"min":0,"max":130,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":7,"prof":0,"total":7},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":44,"min":0,"max":44,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":130,"min":0,"max":130},"bar2":{"value":20,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Han Solo

Han Solo, known only as Han until being given the surname Solo by an Imperial recruitment officer, and formerly known as Cadet 124-329 while serving as an Imperial cadet, was a human male smuggler. He became a leader in the Alliance to Restore the Republic and an instrumental figure in the defeat of the Galactic Empire during the Galactic Civil War. He hailed from Corellia and became a smuggler in the employ of Jabba the Hutt, even completing the Kessel Run in just twelve parsecs with his prized ship, the Millennium Falcon. He was the son-in-law of fallen Jedi Knight Anakin Skywalker and Senator Padmé Amidala, husband of Princess Leia Organa, brother-in-law of Jedi Master Luke Skywalker, father of Ben Solo, rivals and close friends with fellow smuggler Lando Calrissian, and best friends with the Wookiee Chewbacca, his trusted copilot who swore a life debt to the Corellian smuggler. Solo ran afoul of Jabba after ditching a shipment of spice to avoid trouble with the Empire, owing the Hutt a great deal of money as a result. His fortune seemed to have changed when he agreed to charter Luke Skywalker, Obi-Wan Kenobi, and the droids R2-D2 and C-3PO to Alderaan, but he became caught up in the rebellion against the Empire and, after helping Leia Organa escape from the Death Star, briefly fought in the Battle of Yavin, which allowed Skywalker to destroy the superweapon. Solo fought with the Rebellion for a number of years afterward, taking part in numerous operations and battles against the Empire.

After the Battle of Hoth, Solo sought refuge with Organa—with whom he had fallen in love—Chewbacca, and C-3PO on Cloud City, which was operated by his old friend Lando Calrissian. There, they were captured by the Sith Lord Darth Vader as part of a trap to bait Skywalker to the city. Solo was frozen in carbonite and taken to Jabba's Palace on Tatooine by the bounty hunter Boba Fett, where he remained encased in carbonite for months until he was rescued by his friends. After returning to the Alliance Fleet, Solo was promoted to the rank of general and was given command of the Pathfinders, a special forces squad, for the Battle of Endor. Solo led the Pathfinders to Endor, where he, Organa, Chewbacca, and the special forces team, with the help of the native Ewoks, destroyed the shield generator protecting the second Death Star that was being constructed in orbit. Their actions allowed the Alliance Fleet to destroy the superweapon.

The Battle of Endor, which saw the deaths of Emperor Sheev Palpatine and Darth Vader, allowed the Rebellion to form the New Republic. In the early days after Endor, Solo continued to lead the Pathfinders against the Empire. He married Organa, and the two had a son, Ben Solo. The boy struggled with the dark side of the Force—like his mother, who was the daughter of Darth Vader and twin sister of Luke Skywalker, Ben was Force-sensitive—so Organa sent him to be trained as a Jedi by Skywalker. He was seduced to the dark side by Snoke, Supreme Leader of the First Order, resulting in the destruction of Skywalker's attempt to rebuild the Jedi Order.

Having lost their son, Solo left and returned to smuggling, and even lost the Millennium Falcon to numerous thieves. He continued to smuggle until he was brought back into the fight by a scavenger named Rey and a defected First Order stormtrooper named Finn, who carried with them a droid, BB-8, that had part of a map to Skywalker's location. Solo, who retrieved the Falcon from Rey and Finn, returned to Organa, who led the Resistance against the First Order, and fought in the battle to destroy the First Order superweapon known as Starkiller Base. During the battle, Solo saw his son, who had taken the name Kylo Ren, and tried to convince him to return home. Instead, Ren stabbed his father with his lightsaber. Mortally wounded, Solo fell to his death in the bowels of the Starkiller weapon. However, Solo's memory remained alive and appeared in a Force vision a year later to convince Ren to abandon the dark side and defeat the resurrected Emperor Palpatine, after a duel on the remains of the second Death Star between Rey and Ren, being enough for Ben Solo to return and eventually sacrifice his own life to rescue Rey.

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When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"M2Q3NDAyNDZiOGM3","name":"Alert","type":"feat","data":{"description":{"value":"

The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MWRhZGUyMjQ3MTc1","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"MTY1YjRkNTg1Yzlk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Smuggler fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"YzE0ZTJhMTFhY2Nh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"Y2RhZjk2MDY1ZWU5","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Smuggler is subjected to an e\u0000ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"NTA1YzUwNzI4ZWY4","name":"Bad Feeling","type":"feat","data":{"description":{"value":"

When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MTUwNDhlZDhhMTky","name":"Techcasting","type":"feat","data":{"description":{"value":"

The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points).

The Smuggler

knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud, stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

4th Level: salvo

5th Level: mislead, override interface, shutdown

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"YTY4NjE0Y2VhNGQ1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Smuggler halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"ZmM0MDdmNTQ2NjYy","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NWRkNDFiZmUzN2U5","name":"Modified DL44 Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"MGNhMDI0ODdlYjBh","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (4d4+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","effects":[]},{"_id":"gM93QRmLMVz0CIg0","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"DXuzXv7O6s9yYFVP","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"2UIsBpV2h6kdspV4","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"n0TTrlH2FTNR7qxB","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"O7mZaiEL3ZsCP54C","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"4EDzlRsQI8z1dela","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"WLXlIHIfbD4XijYw","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"bsCC45coJatq0Q1L","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"V3V9SMP7z5qaLjTW","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"IoNZ83TD4ws80nn3","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"izSrbPWp40cYIxYm","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"1RRjl8rYtWVMjfyp","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"VSGKZHPdU6lWPQtW","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"xpMn1opBdm6AAnbq","name":"Capacity Boost","type":"power","data":{"description":{"value":"

You empower a blaster weapon you are holding. For the duration, you can reload the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, you can make two attacks with your bonus action, instead of one.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fDkDt47dU5nPlvcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CapacityBoost.webp","effects":[]},{"_id":"4SnZoJqjVrekAKCm","name":"Debilitating Gas","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.TpJV9QdBqbnL7aLQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp","effects":[]},{"_id":"1AjeMFzy6BgmDakt","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.hyh01gHWyf5MVpdm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp","effects":[]},{"_id":"Z7yEDZ1HaUNxKyYG","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"PhvVQisMMSMLXnvs","name":"Mislead","type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YjW6V6Qc5XFpC6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp","effects":[]},{"_id":"zQ69pco9KiPtKk2L","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

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You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

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The heavy gunner has advantage on saving throws against being frightened.

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The heavy gunner deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","effects":[]},{"_id":"MDJhMDA3MzRiYjBh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The heavy gunner makes two attacks with its blaster cannon or bash.

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.

The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","effects":[]},{"_id":"MzFjNDI3YTE5MDJh","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ClassificationInsectoid
Skin ColorBrown
Eye ColorRed
Distinctions
  • Thin arms
  • Large
  • Hooked claws
  • Spiked carapace
Homeworld
Ryloth
Habitat
Ryloth's equatorial forest
Diet
Carnivorous

Gutkurrs were a species of predatory insectoid carnivores native to the planet Ryloth. During the Clone Wars, the Confederacy of Independent Systems deployed gutkurrs to attack Galactic Republic clone troopers during the Battle of Ryloth. Gutkurrs were resistant to blaster bolts and were said to be the second-most dangerous predator on Ryloth, the first being lyleks. Gutkurrs were also found on the planet Onderon.

History

During the Separatists occupation of Ryloth, TX-20 had his troops capture several Gukurrs and had them placed in cages near his proton cannon battery in Nabat. He then had his sergeant starve the Gutkurrs.

When the Republic sent General Obi-Wan Kenobi's Ghost Company to secure Nabat for their landing, TX-20's sergeant then released the Gutkurrs. The Gutkurrs attacked and killed several of Kenobi's troopers. However, Kenobi was able to lure several them away from his troopers using the Force and then had his troopers seal them off. Several Gutkurrs also attacked troopers Boil, Waxer, and Numa at her home before escaping through a secret passage.

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While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

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.

The gutkuur can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Average height3,05 meters
Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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\"If you can picture a little garbage masher on four legs and covered with fur and tusks, that's a mott. Ill-tempered and brusque, in contrast to my own sweet nature.\"

- Lareen Dantara

DesignationNon-sentient
Average height1,1 meters
Homeworld
Naboo

Motts were medium sized, semi-aquatic herbivores (about 1 meter at the shoulder) native to the Gungan swamps of Naboo.

Characteristics

The motts dwelled in underground mudbank borrows. They ate a wide variety of vegetation and were a primary source of food for most swamp predators (even Gungans occasionally killed motts). Fortunately, motts had a high reproduction rate (about fifteen young per birth).

Motts lived in communes of up to fifteen adults. Communes usually consisted of a dominant male and, perhaps, one lieutenant that guarded the females and young.

They were very good swimmers, and young often hitched rides on an adult's back. They also had good hearing and a nose horn for rooting out food. Gungans found motts to be good pets even though motts were known for tearing up flower gardens.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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The commando has advantage on saving throws against being frightened.

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When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

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The commando ignores half cover and three-quarters cover.

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Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Leader(s)Palpatine
Sub-group(s)Imperial Senate Sentinel
Formed fromSenate Guard
Date foundedBefore 2 BBY
Affiliation

Galactic Empire (Imperial Senate)

The Imperial Senate Guard was an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose was to ensure that the Imperial Senate remained loyal to Emperor Palpatine, the architect of the New Order. A subdivision to this unit was the Imperial Senate Sentinel.

Overview

By 2 BBY, the Imperial Senate Guard's armor was a blue-colored version of the red and black suits worn by the Royal Guard and Shadow Guard respectively. They were trained solely in melee combat and equipped with cortosis staffs. Additionally, the guards also carried personal energy shields that were powerful enough to deflect lightsaber attacks.

Outwardly, the Imperial Senate Guard preserved the tradition of their predecessors by serving as protectors of the senators of the Galactic Empire. Their main loyalty was to Emperor Palpatine, however. Other duties of the Guardsmen included the protection of key Imperial installations and high-ranking officials, assassination missions, and the hunt of Force-sensitives. Although the Imperial Senate Guards were not formally members of the Imperial Military, they have at times worked alongside them if the objectives were important enough to require their presence, which included the above-listed duties.

History

In 2 BBY, several Imperial Senate Guards were attached to a military unit of stormtroopers and Shadow Guardsmen during a mission to locate the Jedi fugitive Rahm Kota. They successfully tracked Kota's location to a local cantina in Cloud City, but were subsequently annihilated by Starkiller, the secret apprentice of the Sith Lord Darth Vader, who required the former Jedi General's expertise on fighting the Empire.

The Imperial Senate Guard encountered Darth Vader's apprentice again on the planet Kashyyyk where they were killed by the Sith assassin in addition to numerous Imperial soldiers and Captain Ozzik Sturn. Their final confrontation with Starkiller took place on the Death Star I when the apprentice infiltrated the incomplete battlestation to save the founders of the Rebel Alliance from his former Master and the Emperor. Several members of both the Senate Guard and Royal Guard rallied to the Emperor's defense on the observation deck shortly after Starkiller defeated Vader in a lightsaber duel. Despite their failure to defeat him, Starkiller was ultimately slain by Palpatine just as the Rebel leaders escaped on the apprentice's starship, the Rogue Shadow.

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The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Imperial Senate Guard makes two attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

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The Gand's ranged attacks do not have disadvantage within 5ft.

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The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

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When the Gand fails a saving throw, he can choose to succeed instead.

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The Gand does not have to breathe and is immune to any affects that rely on breathing.

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When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

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When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

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The Gand makes three weapon attacks.

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 19 (3d8+6) energy damage.

The target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

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The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage

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The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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The Gand makes a W-90 Concussion Rifle attack.

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The Gand can move up to its speed without provoking opportunity attacks.

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The Gand can recharge one or both of its recharge attacks.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The remote turrets will finish them off!\"

- Gorgol

ManufacturerVarious
TypeDefensive emplacement artillery

An autoturret was a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they were employed by many factions throughout galactic history.

History

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

During the First Jedi Purge, the fortified base of Khoonda on Dantooine utilized them.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.

Autoturret turbolasers were used extensively in sensitive Imperial installations, such as the Imperial Detention Facility on Orinackra as well as on Imperial City, and most notably on the first and second Death Star.

During the Yuuzhan Vong War, they were utilized in the defense of Ithor. The turrets tricked the warriors into destroying a building that was in actuality an explosive device to be used offensively against them.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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.

The turret makes two repeating blaster attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosks, or war coordinators, are creatures used as\ncoordinators during battles to send orders to other\nspacecraft, such as coralskippers, to optimize their\nactions. Sometimes, Yammosks are placed on covert\noperation missions where the creature uses its talents\nto link the mind of Yuuzhan Vong commandos. This\nprovides such operatives with a secured means of\ncommunications as their thoughts are linked to one\nanother. Yammosks are at least partially sentient. If\ndestroyed or badly injured, a Yuuzhan Vong war force\ntypically descended into chaos without the guiding\ninuence of its yammosk. A yammosk's control over its\nforces was also capable of being disrupted through the\nuse of gravitic amplitude modulators.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Physically, yammosks resemble huge brains, kept in\nvats, which trail thousands of tentacles. Its only solid\nbodily structure is its single tooth which is hidden\nwithin its boneless esh.\n

\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t

The tooth is capable of biting with incredible force\nallowing it to break through rock and ice which are\nweakened through the secretion of acids.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosk are spawned rather then being created.\nImmature members of this species are required to be\npartially submerged in nutrient liquid but in time they\nbecome full air-breathers.\n

\n\t\t\t\t\t

A yammosk is considered the physical form of the\nYuuzhan Vong god Yun-Yammka, the Slayer body\nmanifested onto the mortal plane.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the Yammosk fails a saving throw, it can choose to succeed instead.

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The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

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The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

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The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk.

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The Yammosk has advantage on saving throws against force powers and other force e\u0000ffects.

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The Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition

1/day each: dominate mind, mind trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZDAzMzJhZWY1ZGNj","name":"Parry","type":"feat","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZWE0YTlhYTA5M2Jk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzNkNDQ2YmNmNWU1","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 30 ft., One target. Hit : 20 (4d8+2) kinetic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZDAxZWU1ZjIyNmEx","name":"Mind Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"Y2I2MDcwNGEyMzFh","name":"Psychic Link","type":"feat","data":{"description":{"value":"

.

The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZGNmZGVkNDZhODA5","name":"Battle Coordination","type":"feat","data":{"description":{"value":"

.

The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ZTRlZDg4MmI0YTU1","name":"Sense Thoughts","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"NDhiYzEwNGQ2MzI2","name":"Break Concentration","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"ODUxNzVjY2VjNmZi","name":"Psychic Pulse","type":"feat","data":{"description":{"value":"

.

The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"OTMxYjI4MzZiYTMy","name":"Tentacle Attack","type":"feat","data":{"description":{"value":"

.

The Yammosk makes a tentacle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/449_-_Yammosk/avatar.webp","effects":[]},{"_id":"BtLPXGMf0EUvouNf","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FvYul4UuPfjiAk63","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3ijp4R2W7IvVQuyl","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"A3UxOrgiXriIPb95","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

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Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

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Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.


Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.


The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.


With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 2 (1d4) necrotic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The dark aspirant has advantage on saving throws against being charmed or frightened.

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When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

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The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and

Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward,

shock

1st-level: battle meditation, curse, sap vitality, hex, improved

feedback

2nd-level: drain vitality, force camouflage

3rd-level: force lightning, choke, horror

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZTFjMWMxODMwYWU5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ODRjNmNmNGYyMzg3","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"MTgzMDQ4ZjgzZTg1","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZTJmMzQzMjA4M2Ez","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"MDNkMDdmZjE2OTIz","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"NTYyNWUzZDg2ODJl","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/411_-_Dark_Aspirant/avatar.webp","effects":[]},{"_id":"ZPjA5PIqYWN76Wzz","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"Sk9USPvjAfay8lV8","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"PXWA1fzibh9EjcAp","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"XWsPfUfR7Y4c7Ucu","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"HIDpvq2HdtCvw3Rg","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"phcpl2NQrtNJo1wh","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"MZr5YEBnf8UPbEa2","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"rtTCt3bVKnZiVNPV","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"mEOJCehu57Qy7WSa","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"oNXFeyeKsoZK4NGj","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"JAlc9NdDtK3bDGO3","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"ng7Ul0exSd2PSFI4","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mQKqtdjD68Ml33sE","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"OJOATc6j5x2p4q8e","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

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Average lenght2,48 meters
Average mass15 kilograms
Skin color
  • Purple (female)
  • Brown (male)
Eye colorYellow, red
Homeworld
  • Anaxas
  • Various asteroid hives
Habitat
  • Jungles
  • Caverns

Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many Fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. Fyrnocks were typically the size of a small humanoid, but at least one was known to grow much larger.

During the Battle of Anaxes, fyrnocks prowled around a campfire set up by Clone Force 99, CT-7567, CC-2224, CT-5597, and CT-6116. Many years after the Clone Wars and the planet's destruction, Hera Syndulla and Sabine Wren encountered fyrnocks in the abandoned Fort Anaxes. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger returned to Fort Anaxes, hoping to lure the Grand Inquisitor into a trap. Using the Force, they were able to convince the Fyrnocks to attack the Inquisitor and his Imperial Stormtroopers. While the Fyrnocks were ultimately unable to defeat the Inquisitor, they did manage to take down several of the Stormtroopers.

Variations

At least one Fyrnock was known to be many times the size of standard fyrnocks. This creature was far more dangerous than standard fyrnocks, being, in fact, the mother of all fyrnocks. Years after the Clone Wars, Jedi Padawan Ezra Bridger summoned this fyrnock, but had to tap into the power of the dark side to do so. The fyrnock put up a vicious fight against the Inquisitor, buying Ezra and Kanan necessary time to escape, but Ezra was briefly knocked unconscious and left shivering by the unexpected power of the dark side energy that he had summoned.

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At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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.

The fyrnock makes two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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DesignationNon-sentient
Average height3 meters
Average length 1,5 meters
Average wingspan1 meter
Average mass640 kilograms
Skin colorBrown to blue
Feather colorDark brown
Eye colorBrown
Distinctions
  • Tiny wings
  • Blue head
  • Reddish throat flap
  • Huge legs
  • Massive claws
  • Huge beak
  • Egg shaped body
  • Small crest on head
Average lifespan20 years
HomeworldTatooine
HabitatDesert
DietCarnivore

Woodoo were massive reptavians indigenous to the desert world of Tatooine. There was a cantina on Tatooine called \"The Woodoo Dunes\" with a sign that had a picture of a woodoo, followed by two hatchlings. The sign is incorrect in the fact that woodoos rarely traveled with young, as that would endanger them and take them away from the safety of the nest.

Biology and appearance

While its 640-kilogram weight rendered it flightless, the absurd-looking woodoo's tiny wings helped the creature with interspecies communication and regulation of body heat. An abnormally large blue head was attached by a stubby neck to its equally odd egg-shaped body. A thin reddish throat flap hung off their neck. Males could stretch these flaps as a symbol of strength to attract mates or intimidate other males. The flap could also vent heat to cool down its body. Woodoo also had a small red crest on the top of their heads. The larger the crest, the older the woodoo. However, the crest on females was significantly smaller and grows slower. The woodoo's body was covered with small glands that secreted a clear, lustrous oil. The oil was somewhat like sweat, draining heat from the woodoo's feathers and then evaporating.

The woodoo was slow but extremely strong, with a powerful set of digging claws on the foot of each thick leg. It used these shovel-like claws to dig up dewback eggs and to bully local anooba packs away from their kills. They could also be used to fend off krayt dragons, as they were too slow to outrun them. However, the krayt dragons were usually victorious, being too nimble to pin down with a heavy stomp.

Woodoo skin could be made into leather and was worn by Ezjenk the Jawa, Tusken Raiders and other various sentient species. Woodoo hide was also valuable as a means of shining metals, due to its slightly rough texture. Darth Vader's helmet was polished by DD-13/HK, a DD-13 medical assistant droid, under 2-1B/DRX's orders; the motivation being an attempt to distract Emperor Palpatine from a large amount of shortcuts that the medical droids took in the procedures of reconstructing Darth Vader.

They were also tamed (with difficulty) and kept as pets. A Wookiee member of the New Republic Senate had a pet woodoo. An unidentified New Republic diplomat on Coruscant also rode a 14 year old woodoo.

Woodoo were popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry. Woodoo eggs also made good eating, and poachers regularly supply restaurants with the eggs. Dexter Jettster makes a popular dish known as \"Woodoo Surprise\", and woodoo eggs are also served at the Mos Eisley Cantina. However, woodoo were fiercely protective of their young, and hunters, Jawas, and Tusken Raiders have been stomped on after wandering too close to their nests.

The hatchlings look very like their parents, though their body and legs are relatively scrawny compared to what they will grow to be. The hatchlings can scurry around fairly fast to avoid predators, though they will lose this speed as they mature.

Woodoos live for around 20 years, reaching maturity at 8. They typically parted ways with their parent around 7 year of age, though there have been records of woodoo hatchlings being left in the desert at the age of 4. Woodoos left at this stage rarely survive, usually being picked off by krayt dragons or Tusken Raiders.

Behavior and intelligence

Woodoos were fairly social creatures, sticking with their mates for a long time. They would take roles – one looked for food while the other guarded the nest and the young. Woodoos preferred to scavenge, as they were too slow to do any real hunting. They generally waited for another creature, such as an anooba pack, to make a kill. They then arrived, chased them off, then dragged the carcass (if small enough) to the nest. If the carcass was too large, they would use their huge digging claws to bury the corpse in the sand. They would return later to eat.

Woodoo, as mentioned earlier, were very territorial and protective of their nests. They mark their territory with feces that are, to say politely, unpleasantly fragrant. They could emit a loud shriek to intimidate predators or to signal their mate that something was wrong. Between territorial disputes or a fight over a mate, the scuffle is ritualized and almost never fatal. It involves forceful head butts, pecking, and sometimes a charge in an effort to knock the opponent over. If defeated, the woodoo backs away. However, in an encounter with a predator, the woodoo will stretch its throat flap, extend its comically small wings straight out, and attempt to place a potentially lethal stomp on the offender. But if the predator is trying to get to the nest and puts the young in danger, the woodoo will do almost anything to try and chase off the predator. The woodoo will stomp, peck, charge, headbutt, and use any means possible to deter the predator or kill it.

If a mate or hatchling dies, the woodoo will appear to grieve. The woodoo will lie by the body, fending off any scavengers foolish enough to approach. After an average of three days, they will bury the body under the sand, where it will usually mummify under the heat and dryness. If the woodoo comes across the place again, it will stay there for some time, then leave.

Once a woodoo mates, the female would generally build a nest and lay the eggs.The nests were made out of scavenged scrap metal, stones, hardened droppings, and desert brush, lined with the woodoo's own shed feathers. Woodoo eggs usually hatched after 3 months. After hatching, the hatchlings were blind, scrawny, wet, and vulnerable to sand and predators. The female stayed at the nest to take care of the young, depending on the male to bring in food. The hatchlings opened their eyes at around 3 days of age. They were curious little critters, and if the parents died, they wouldn't hesitate to waddle up to a sentient creature (such as a Jawa) in hopes of getting a new home. Once the hatchlings can stand and run, the female and male start to switch roles of hunting and caring for the young. When the woodoo have reached the age of eight, they left the nest and started their own lives as young adults.

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If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The woodoo can make two attacks: one with its beak and one with its talons.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

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Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

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The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points).

The Jedi Healer

knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force

push/pull, turbulance

1st level: heal,battle precognition

2nd level: force barrier, restoration, stun, force enlightenment,

battle meditation, phase walk

3rd level: telekinetic storm, knight speed, becon of hope,

server force

4th level: aura of purity

5th level: improved restoration, improved force barrier,

improved heal, revitalize, stasis, improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/324_-_Jedi_Padawan_Healer/avatar.webp","effects":[]},{"_id":"MjcwMTBkNWMyMWI2","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/324_-_Jedi_Padawan_Healer/avatar.webp","effects":[]},{"_id":"aK5jyIVvJFnZS6mQ","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"AcnIq5NbzC8HH9jH","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"m4oJ4YNPbjyh0HQJ","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PPNQquG0JxLVBH9V","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"qu2tOQaH4SD5c0Xr","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tQMRJyVFo7pFEtDv","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"yXAjTR9HDolwL4Pk","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"FtzZAucZfjodgh7l","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CGby5GEmnJAZ6BlH","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zmhp3eGYNMWMVimT","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QnwGjPERwdbxd5MI","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wQ7pv69aLXZAXuMi","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"8nfLFJQTPIkOAdNM","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qXPUlsILp61KUCRT","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kh6gqBOoJtFHjQIj","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ACWUwgpyXITHzIkI","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"pmC3NYjv15UTrlsd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2pTZTE6eSnuMPJvs","name":"Aura of Purity","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HPtgWP83jKSyFWFp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]},{"_id":"tQzvW5jQ8BC6mAbD","name":"Improved Restoration","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.F02pFj62Grlr9sdF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dnXVjnuaPDOBEEDk","name":"Improved Force Barrier","type":"power","data":{"description":{"value":"

Prerequisite: Force Barrier

\n

This power further bolsters your allies with toughness and resolve. Choose up to twelve creatures within range. Each target gains the following benefits:

\n
    \n
  • The becomes immune to poison and disease. Any currently existing poison or diseases still exist.
  • \n
  • The creature becomes immune to being frightened by powers.
  • \n
  • The creature’s hit point maximum and current hit points increase by 2d10 for the duration.
  • \n
\n

These benefits last for 24 hours or until the end of your next long rest, whichever happens first.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.SaMnm3iVoaldsWip"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7zBxsZVzasWhsMZS","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]},{"_id":"3Ni8YpOjAnf5CVn2","name":"Revitalize","type":"power","data":{"description":{"value":"

Prerequisite: Spare the Dying

\n

You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.

\n

This power closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5Gxqh2j4A258jCSY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rT3Ke28kYwtZ95Jk","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vwTFL5dRot4wjH2i","name":"Improved Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Battle Meditation

\n

You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Oxb3dpusa4SmIKQd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]}],"effects":[]} +{"_id":"VaIA84GqqTWUxEVU","name":"Vulptex","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"3d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":10,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Vulptices (singular: vulptex) were a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They were distinguished by their coats made up of white crystalline bristles.

DesignationNon-sentient
ClassificationCanid
Hair colorWhite
Eye color
  • Blue
  • Red
DistinctionsUnique crystalline bristles/spikes
Homeworld
Crait
HabitatHighland caves and canyons
Diet
Omnivorous

Biology and appearance

The vulptices were a fox-like species of canids with a flexible body native to the mineral world Crait. Their most distinctive feature was a coat of crystaline bristles/spines that served as protection against their predators. Their facial bristles (or whiskers) also helped them gauge whether they could fit into a tight space. Vulptices had excellent low-light vision and keen senses. They were omnivorous, feeding on tubers and small burrowing mammals they dug out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, those creatures might also have been sensitive to magnetic fields.

Behavior

Vulptices dwelled in highland caves and canyon. In fact, Dr. Mesoli theorized that they had summer dens beneath Crait's salt crust, and winter dens in caverns. They lived in groups referred to as skulks, regrouping three to four families with as many as ten creatures by family. Dr. Mesoli, however, observed those skulks came together in larger social structures, with as many as one hundred vultpices sharing a particularly advantageous den.

Although not sentient, the vulptices were clever animals that formed strong bonds and hunted in cooperation. Dr. Mesoli suspected that they used their bristles to communicate, shaking them or brushing them against stones to generate specific sound patterns.

History

After the Rebel Alliance abandoned their outpost on the planet, a skulk of vulptices had come to roam free through the abandoned structures. Decades later an extremely curious skulk of vulptices was present on Crait during the time of a battle that broke out between the First Order and the Resistance on the planet surface. The skulk found their way into the abandoned outpost while the door was closing, and they remained in the outpost while the battle of Crait was going on. While Luke Skywalker was distracting the First Order, the vulptices had somehow found their way out of the outpost, which seemingly had no escape. Finn inquired where the \"crystal critters\" had gone. One was spotted and helped them escape through a tunnel near the back of the outpost. However, the exit was blocked by a large pile of rocks. Rey used the Force to move the rocks out of the way. The Resistance was then able to follow the creatures out of the base.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/135_-_Vulptex/avatar.webp","token":{"flags":{},"name":"Vulptex","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/135_-_Vulptex/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"VaIA84GqqTWUxEVU","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDI1NWFkNDkzY2E0","name":"Keen Sight and Smell","type":"feat","data":{"description":{"value":"

The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Hssiss, or dark side dragons, were a lizard species with the ability to influence Force-sensitive beings around them. If bitten by a Hssiss, one would succumb to the effects of a dark side poison. Hssiss also had the ability to conceal themselves and become invisible, possibly doing so through the Force. Hssiss originated as savage reptilian predators on Ambria, and were one of the few creatures to survive the planet's destruction. They lived in and near Lake Natth, where Jedi Master Thon had imprisoned the dark side energies that had plagued the planet for millennia. The dark spirits then began to possess the creatures, turning them into something much fouler—it was said that these \"dark side dragons\" aided those who used the dark side of the Force. Eventually, Great Bogga began to use them as body guards and pitted them against those who had failed him. When he realized how effective and vicious they were, he had them transported off-world and sold in bulk. Soon, Hssiss could be found all over the galaxy, especially on worlds where the dark side was strong, including Korriban, Mimban and Vjun.

In appearance, Hssiss looked nothing more than particularly vicious reptiles, about three meters in length, with a green, scaly hide. In addition to those three meters, they had a meter long tail, covered in rows of spikes which stretched up past their backs and onto their necks. When in the lakes on Ambria, they hunted in pairs, grasping their prey with their strong jaws and sinking dozens of teeth into the unfortunate animal's body, while the other Hssiss sunk its jagged claws into it. Dark Lizards were a species of hssiss.

Overview

As creatures of the Force, they had a limited ability to mask their presence. Hssiss were drawn to suffering and carnage. After the Jedi Civil War and the devastation of the planet Korriban, they fed upon all the corpses left behind from the war, while the angry phantoms of the Sith—too weak to influence the sentient—took these Hssiss as thralls to their will, fending off all intruders who landed on the planet.

They were found on many planets throughout the galaxy, including Korriban, Ambria, Mimban and Vjun. Their prevalence was probably the result of being brought with Sith armies in their many wars. Many scientists believed the Hssiss originated from the planet Stenness.

The Jedi philosopher Tionne Solusar once met with a Hssiss on the planet Ambria. She killed it by removing its head with her lightsaber, but did not escape unscathed. The Hssiss had slashed her with its claws, and only a Jedi healing trance proved able to remove the venom. This led her to believe that the poison was spawned from the dark side of the Force.

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The hssiss can breathe air and water.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

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The Hssiss makes three attacks, once with its bite and twice with its claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.

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The Hssiss magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).

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DesignationNon-sentient
ClassificationReptavian
Homeworld
Endor

Geejaws were reptavians native to Endor.

Known for their wide variety of calls and mimicry, geejaws were inquisitive creatures. They were small red birds with sharp beaks which they used to build nests, laying several eggs at a time, in which both parents would care for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws had to build nests high above ground or in hard to reach places.

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The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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K'lor'slugs were dangerous vermiforms native to the swamps of Noe'ha'on. They were also found on Korriban and Taris.

DesignationNon-sentient
Homeworld
Noe'ha'on

Biology and Appearance

K'lor'slugs were large worm-like creatures that possessed a serpentine body propelled by many dangerously-edged legs. The mouth was a gaping circular maw filled with concentric rings of teeth.

Behavior

K'lor'slugs were carnivorous hunters on their homeworld, possessing keen olfactory and visual senses in addition to a deadly venom. For reproduction, the creatures could lay more than 300 eggs in a single birthing period. When hatched, the young k'lor'slug was immediately ravenous for food. In addition to their aggressiveness, these creatures were considered pests aboard starships. They were known to invade the darkest spots on unsanitary space vehicles and breed. When dealing with more than 300 eggs hatching, an infestation aboard a space vehicle would become harder to control—and more potentially fatal—the longer it was tolerated.

History

K'lor'slugs were known to the galaxy as early as the time of the Great Galactic War of the Old Republic. Because of their notoriety as an aggressive and deadly species, especially among the spacers who encountered them aboard their starships, they were used as a holomonster playing piece in the popular strategy game, dejarik.

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The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see.

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The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The mandalorian deals one extra die of damage with its weapons (included).

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While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"NDlkY2RhM2JjYWE1","name":"Tactical Technology","type":"feat","data":{"description":{"value":"

When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"N2MyZDIyNTNkN2E5","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame

1st level: energy shield, flame sweep, oil slick, ring of fire

2nd level: electromesh, magnetic field, overheat, pyrotechnics

3rd level: explosion, flaming shots, kolto cloud, sabotage

charges, tech overide

4th level: ballistic shield, elemental accelerant

5th level: immolate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"NTUzZDBmYjNkOTll","name":"Technological Advantage","type":"feat","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"MTk5MjE0MDY3ODQ2","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"YTMwYzdiZmUwMTRh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"YTMzNzU4MzNkYWQy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The mandalorian makes one weapon attack with its blaster carbine or tech blast.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2JmZjgxYWJlOTM1","name":"Blaster carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"Y2E4MzYzOGVhMWRi","name":"Tech Blast","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"MWM1MDllZWVlNWU5","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ZTM5ODUwMTM1MGMx","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ZDhkOGQxMWM4MTgx","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","effects":[]},{"_id":"ex9rz5C7gnUWN0P5","name":"Immolate","type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fc1XTRTpr4FjyCSw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp","effects":[]},{"_id":"wxMTWYfS3tNmpl4X","name":"Elemental Accelerant","type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.7Twjeo1X2oUP9IZo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp","effects":[]},{"_id":"8tDU5TdriHOFcHos","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"rWSVbyr3EmPhv6aF","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"p2FehyGf4kAK3FkY","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"uaMXK9gqjyzTqpgH","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"X5NsvLjQeLREbRIL","name":"Flaming Shots","type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.M2G8hb5ubWzC2ofU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp","effects":[]},{"_id":"Y2Py9vLMlMsqnunX","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"lEy9ea2N49LOtdZA","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"WTRqfxO76i9FnrBk","name":"Overheat","type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JZnbV9hvp3DZ2x49"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp","effects":[]},{"_id":"q3nyRvoK0IdkBujZ","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"1VgEwjAKTSqxp7Vx","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"cpeCWz6dGyVQSohA","name":"Ring of Fire","type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i0Z07joWf3xkBk8C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp","effects":[]},{"_id":"7GlBOarS8dlNnyTf","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"xvcuuF8Cc9leq5Kd","name":"Flame Sweep","type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6aZ0FG6HwrUO28WF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp","effects":[]},{"_id":"kWvI283EHSRLpRle","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"tHrUiYJgZaSNUaqE","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"C8CFKQgsNDmAbK5v","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jaHzudJ1l7rOx469","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]}],"effects":[]} +{"_id":"W5C7mbrVxlJw1v4I","name":"Jensaarai Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":20,"min":0,"max":20,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":5,"powerForceLevel":5,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","token":{"flags":{},"name":"Jensaarai Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"W5C7mbrVxlJw1v4I","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDJmNjczMDYxNmI2","name":"Jensaari Armor","type":"feat","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MmEzMDE5ZTY0ZjM0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points).

It can innately

cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MTE2YjU4NzhjNTZi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"YzIyYjc0YTM5NDRl","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MDdjOWQ4YTgzNzhm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jensaarai Apprentice makes two attacks with its Martial lightsaber

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NWE4MDJkMWI4MzA1","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"MjhmYjIzZDhkZThk","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","effects":[]},{"_id":"mWgBqHB8Bq8oCXug","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"F9LSYmvF6AmObFdM","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J3ickW8TUt32FJ2I","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"y8nD2yN2rSURYsuF","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I0Mg0Y0BT1WK2XVX","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xOvuKfzSZ9KICGSY","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eRpVpVMEyOtkLmCr","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U0Bl2heJKibuTa5i","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/234_-_Tusken_Brute/avatar.webp","effects":[]},{"_id":"ZDM2OTg3N2IzOTlj","name":"Multiattack","type":"feat","data":{"description":{"value":"

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The tusken makes two gaffi stick attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/234_-_Tusken_Brute/avatar.webp","effects":[]}],"effects":[]} +{"_id":"WMU4eQt0vHwaxTyj","name":"1.4 FD P-Tower Turret","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":"armor plating"},"hp":{"value":52,"min":0,"max":52,"temp":0,"tempmax":0,"formula":"8d10 +10"},"init":{"value":0,"bonus":0,"mod":-3,"prof":0,"total":-3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":52,"min":0,"max":52},"bar2":{"value":10,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"When the P-Tower gets ready to fire, you can feel the charge, hear the hum, see the dish light up…It's a moment of hope. And then the blast just bounces off an AT-AT and you realize that the situation is hopeless…\"

- Lak Sivrak

ManufacturerAtgar SpaceDefense Corporation
TypeLight anti-vehicle laser cannon
Cost
  • 10.000 - 12.000 credits (new)
  • 2.000 - 6.000 credits (used)
Height2,8 meters (energy dish)

The 1.4 FD P-Tower was a light anti-vehicle fixed emplacement artillery weapon produced by Atgar SpaceDefense Corporation.

Description

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It was designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it had difficulty targeting fast-moving vehicles. The unit was quick to produce.

The main bulk of the weapon was a 2.8 meter high energy dish that had sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors were placed on the upper edge of the dish, and a single light laser cannon emanated from the center of the dish. To fire the weapon, energy was fed directly into each micropower router which held the charge until the firing computer registered that the Energy Conversion Point had been achieved. The power conversion cells around the dish glowed once the weapon was primed to fire. At that point, the firing computer channelled the energy from the router into the main power converter located at the center of the dish, firing the weapon. The energy beam moved through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that was effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower was considered to be an all terrain weapon, and could operate in temperatures from minus 100 degrees Standard, to plus 120 degrees Standard. The entire weapon could rotate three hundred and sixty degrees on a rotation platform for a full field of fire. At a cost of 10,000 credits, the weapon was inexpensive, costing less than half as much as similar weapons on the market. A blast from the weapon was equal to a standard artillery unit, and was known to take down vehicles as large as an All Terrain Scout Transport walker. Although designed to counter repulsortanks, the armor on heavy repulsortanks and All Terrain Armored Transport were able to deflect blaster bolts. In practice, the weapon was often more effective against stormtroopers than repulsorcraft.

At the rear of the unit was the firing computer linked to a targeting scope, along with a targeting and elevation mechanism that raised and depressed the dish. The P-Tower's hadrium-iode tracking system was capable of following targets through extreme weather. The targeting computer was unable to predict high-speed maneuvers from fast-moving craft, meaning that scoring direct hits on such craft was often down to the skill of the unit's gunners.

The design of the 1.4 FD P-Tower had several drawbacks. The weapon's main power converter was calibrated to specific power needs, fed from the micropower routers. If a single router was to fail or malfunction, the entire firing mechanism would shut down. The 1.4 FD P-Tower utilized an Atgar C-6 battery, which only retained enough power for eight shots before needing to be replaced. The battery was easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon had unlimited fire capability. The weapon also suffered from a low fire rate, and required ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents.

The weapon required a crew of four to operate, although the operators were all vulnerable to attack as the turret was not enclosed, leaving them vulnerable to enemy fire. The lead operator—known as the chief gunner—aimed and fired the weapon. The unit possessed an integrated targeting scope, but many operators were reluctant to stand so close to the weapon in an exposed position, so they used an artillery remote containing a small joystick controller attached to a portable firing computer with a readout screen. The other crew members were engineers who regulated the energy flow from the battery to the micropower routers and monitored the long recharge time between each shot, as well as replacing the battery once depleted. The weapon itself was protected by light armor plating.

History

Produced by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was introduced during the Clone Wars. A fixed emplacement weapon, it was deployed on military installations, space stations, and other facilities. By the time of the Galactic Civil War, the 1.4 FD P-Tower was outdated and readily available for purchase on the black market, and was used heavily by both mercenary and Alliance to Restore the Republic units, even though the weapon was no longer standard issue for the Galactic Empire who had progressed on to use more advanced models of anti-vehicle weaponry. In light of its continued use, Army Command was conducting a review regarding the inclusion of the weapon on the updated standard issue list for the Imperial Military, although it was found in service on some of the Empire's Outer Rim planets.

Due to its inexpensive cost, it was primarily used by the Alliance, and it was their most common piece of field artillery. It was detested almost universally by Alliance infantry commanders, who considered the weapon underpowered and unable to damage heavier Imperial combat vehicles. They questioned the use of an artillery weapon that limited their mobility and provided no protection to their operators. Despite the inexpensive cost of the 1.4 FD P-Tower, the weapon was still too expensive to abandon on the battlefield. In addition, the Alliance had trouble securing an adequate supply of replacement batteries to keep their units in combat readiness, and the distinctive glow given off by the power conversion cells proved to be a detriment if using the weapon at night as it could give away defensive positions. Although the low price tag kept the weapon in service, the Alliance began to slowly phase out the 1.4 FD P-Tower.

The Alliance utilized P-Towers to defend Echo Base on the planet Hoth, as well as in the defense of several other major bases and installations. The P-Tower's contribution to the defense of Echo Base on Hoth was crucial to allowing the Alliance troops to delay the Imperial advance long enough to carry out their evacuation of the base.

The New Republic conducted experiments into improving the 1.4 FD P-Tower, such as improving the weapon's range, overhauling the power system, and adapting the unit to take a power feed from a larger-scale generator. All generally failed due to the incompatibility of the weapon's decades-old electronics with modern technology. The failure of these projects, slow rate of fire, and the vulnerability of the operating crew led to the decision to phase the weapon out of service, and the unit was found only in the service of mercenaries and pirates. With the conclusion of the Galactic Civil War, the New Republic decommissioned its remaining P-Towers in favor of repulsorlift-equipped weapons platforms.

By the time of the resurrected Emperor's assault on the New Republic, the 1.4 FD P-Tower was an optional mounted weapon for SedriMotors Limited's Amphibion.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the\nFar Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family\nand their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the\ndeaths of nearly 365 trillion sentient beings during their invasion of the galaxy.\n

\n\t\t\t\t\t\t

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average\nHuman. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have\nsloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual\nmutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also\nhave short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser\namounts on both the head and body than Humans, but often wear it much longer than them, unless completely\nbald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of\nbeauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among\nthe Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very\nconductive, as if it was made specifically for feeling pain.\n

\n\t\t\t\t\t\t

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of\nthe Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are\ntargeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of\naction is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is\npossible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and\nthrowing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the\npressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.\n

\n\t\t\t\t\t\t

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain;\nnot as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to\ncreate the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By\nremaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a\nmanner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,\nand sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their\nbodies. Devotional practices to the gods call for bloodletting at prayer times.\n

\n\t\t\t\t\t\t

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs\nbetween two different castes is considered forbidden. They also greatly believe in honor: even under interrogations,\nthe word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they\ntypically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

\n\t\t\n\t\n\t\n\t\t

Technology. The Yuuzhan Vong have a fanatical hatred\nof machines, believing them to be abominations and\nan aront to their gods. Machines do not die, meaning\nthat they are capable of replacing organic life—which is\nsomething the Yuuzhan Vong would never allow.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were\nfully organic beings native to the Yuuzhan Vong\nhomeworld. Young amphistaffs grew in trios from\nleathery polyps, reaching out and snatching whatever\nprey could be found and redirecting it into the polyp's\ngaping maw, known as the groundmouth, thus feeding\nall four entities simultaneously. Eventually the\namphistaffs lengthened to around 2 to 3 meters, too\nlarge for their polyp to support them. They would\nbreak o, escaping their amphistaff breeding gla, and\nslither into the wilderness leaving the polyp to die.\nAmphistaffs saw in infrared light. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","token":{"flags":{},"name":"Amphistaffs","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"WOfhNqte6Z8kQiRJ","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWY3NmI0YzkzODU1","name":"Shaped Fortitude","type":"feat","data":{"description":{"value":"

If damage reduces the amphista\u0000ff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff\u0000 drops to 1 hit point instead.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The healer can roll 1d4 and add it to a skill check or saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"ZTdmZDRkZDgzMmE2","name":"Disciple of Life","type":"feat","data":{"description":{"value":"

When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"entityorder":{"order":130}},"img":"systems/dnd5e/icons/skills/light_08.jpg","effects":[]},{"_id":"Mzk1NDFlN2QwM2U0","name":"Force-Empowered Casting","type":"feat","data":{"description":{"value":"

The the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"YjQ3NDYyZDQzZjEx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,

Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of

Movement

5th-level: Improved Heal

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"MTljZjVjMTU4NzFj","name":"Force Shield (3/day)","type":"feat","data":{"description":{"value":"

When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"NzA5ZjA2ODQ1NjE5","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"MDNkMjMyYjg2ZmMz","name":"Preserve Life (5/day)","type":"feat","data":{"description":{"value":"

.

The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","effects":[]},{"_id":"eWOwvww55dJvcudy","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"xT7DPLEjWPRYIz8R","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"khm4XwvL0770Iitn","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HhNCyY8HWMM3MzBi","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"8LJzmEwj5BlJ3ddU","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"gzWLOQpBgeyWcIUh","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OVNpWTDCCTPXjlfB","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"tVG5sEjuNYMJSybh","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"WdCUMfhxE9FRRpfr","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"teTtsLeXFC6fapPk","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hOISVBXLlK37SNN8","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3ISDeQdpS94tqPFv","name":"Restoration","type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4Tmt6Bb06vqS7cCM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9d6WvhCBoe5t30g5","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"koZUj7PnDSX7aezm","name":"Beacon of Hope","type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qkBzg8ZIJpglVMvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]},{"_id":"ZlHA8deEWOlR5463","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1IFr14Wc4sA1833o"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"v03XGy19jI7oBZyM","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Qoh97hKUuwU7WmI4","name":"Aura of Purity","type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HPtgWP83jKSyFWFp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]},{"_id":"ozSr5gMn2x1B6Yz6","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"gtUA4nELEnNeS3yQ","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"0vg4efQp3BJQ9qVz","name":"Improved Heal","type":"power","data":{"description":{"value":"

Prerequisite: Heal

\n

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FrOqLsVBWUSvka4X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Heal.webp","effects":[]}],"effects":[]} +{"_id":"WhWgM0JVe3cUTDj5","name":"Jedi Knight, Weapon Expert","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"heavy combat suit, +1 from two weapon mastery"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":27,"min":0,"max":27,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.

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If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points).

The

Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm,

sonic charge, burst

1st level: slow descent, phase strike, force throw

2nd level: stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

4th level: freedom of movement, force immunity

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"NWYxMDFiY2JjZjJl","name":"Double Bladed Strike","type":"feat","data":{"description":{"value":"

The jedi can attack with both blades when making an opportunity attack

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.

The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"ODEyMzk1YTcwZjZl","name":"Offhand","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/333_-_Jedi_Knight_2C_Weapon_Expert/avatar.webp","effects":[]},{"_id":"iZZBOw7BMUw9Mg6l","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"VN1TiqfREmYMs69m","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EcrJmgKjSNAA0tjz","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"hQ4yrXL5JcW31azb","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sn35CEyOuXMiCrfv","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dPOTXJP3kaIr3Azu","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"z5vNZnWMgQO4kdMm","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5pnHSk6ucbnlnt9x","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XSMjjC4XpZghXwM5","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fvWRIE1RmI4Lfv2Z","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BBQji6mzs70fVWRG","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"mcU4YIkuAWkp9Itg","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8VI8X3FjhjDIHdU7","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8oddNbd92yDijLRE","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"WQcW6YfMqVycL0m6","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Fp3nji7NjUdKZeEY","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xFpOnwj9IYQqurUV","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"alAlWcFR0tsPoH18","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]}],"effects":[]} +{"_id":"WlchRIhESv8QQdAq","name":"Kolkpravis Tarkhan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"battle armor"},"hp":{"value":55,"min":0,"max":55,"temp":0,"tempmax":0,"formula":"10d8+15"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":55,"min":0,"max":55},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Tarkhan makes two meelee attacks with its Greater Shoni Spear.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the Tarkhan's next turn. The war chief can then make one attack as a bonus action.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: battle precognition, dark side tendrils, fear, force

mask, hex, sap vitality, wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, force lightning horror,

improved dark side tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

6th level: eruption, force chain lightning, scourge, wrack

7th level: force lightning cone, force project, ruin, whirlwind

8th level: death field, earthquake, maddening darkness, master

force immunity

9th level: mass hysteria

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When the Nightsister fails a saving throw, she can choose to succeed instead.

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While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

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The Nightsister can hide even when she is only lightly obscured by natural phenomena.

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The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NmNkYWNmMTkyNTBh","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"YmI4NmJiNTA1Zjk3","name":"Ichor Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"MzkzNjhiZmQ1OTRh","name":"Ichor Shield (1/day)","type":"feat","data":{"description":{"value":"

.

The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"ZWJmNGM4YmM4OGNl","name":"Ichor Lightning","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"OWZiMWFlZDZjMWYx","name":"Blood Trail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (2d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NDM4NGIzNjg2Yjgy","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"MThjZDI2YzQ5YjBj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"NzQwYTQ3OTE5ZTg1","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"ZjBhYzAwZTVmZjhh","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","effects":[]},{"_id":"QnXOL0jlnPUE4N9X","name":"Mass Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3odfJsD1RezuxzDG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VyJX6RWSAX7ZvCbw","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]},{"_id":"1QLPwvV0uOVGwTe2","name":"Master Force Immunity","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Immunity

\n

A 10-foot-radius faintly shimmering barrier surrounds you. Within the sphere, powers can’t be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as force storm, can’t extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 vibrosword in the sphere functions as an unenhanced vibrosword.

\n

An enhanced weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced saberspear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Sever Force. Powers and enhanced effects such as sever force have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don’t nullify each other.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G5mI31lc5lBqMT4V"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Immunity.webp","effects":[]},{"_id":"zBeHPtIhlMztywB1","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t8VH6iEOFCppxwe2","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"1Ipwt1gS7fIgrRLa","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"tdL8g7KgahqtQB2r","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"MrqpPzY0naSu5PHK","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sKtEFGDCFcBvBRuz","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"qH8crw6XbMz8orzy","name":"Wrack","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sFLwKTBxnM6YfboP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1WQecWHXpsw1pBXr","name":"Scourge","type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Plague Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6d2wwUGy40FlGqaY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Scourge.webp","effects":[]},{"_id":"HgkNc69shKJ9bkRk","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"nIUA62KhMHfoGGRw","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5TmABAIi6kiVi3kX","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"17fBCl72XQOktM5V","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lYKoF3ADwn8T4Cvk","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"L3ETqTVvGVrpI23J","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6ETOlmj4bsuNBFQM","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"IUtWin1CeeT9FyME","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LZR1iNfbAjN5VdSg","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"pQsbTK7NYMdnj8rD","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"icH1OSO2dsscnqwR","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"PO9mxBGuAiJ3C1pe","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"Dehh1Kzvf0ILYseU","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"qCGvNZq4rEee4eNQ","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"ThJjASeAqd7Q4LE0","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QrsVcbuzWIRm5XLi","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"AZsubJxQoODtbzR4","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"YdQKEa3IwNO3ENuq","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dQHWHoEZ6bbGaozd","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"LuDrCkotBtRUcNVR","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"SAbImHCsvWimzAHa","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RJg757wFdu5oPxnz","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"yzM5UGQqqw8chmai","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"6LMoq3UlciXrEMI3","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"U4jB8h0vpV7F9qPh","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"baI77RKSRTu0B8lm","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"0bIu1orye1wKP0gE","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"OGOYv6SXtw3csefj","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"3lAhi0ltthyJUVgR","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"XNcDdVBOuR8R3l9B","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"nZkfhYHM06DSokJe","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"k04IKsIasMUQOMJJ","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"T6tLSaN2NvlkxpJE","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":4940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"5KdPKBlKYBajZtl6","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":5040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"gjRbf9VnEtaXCC1d","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":5140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} +{"_id":"XBZeSQ58zb2ELYlL","name":"Yuuzahn Vong Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"vonduun plate armor"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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The warlord can't be a\u0000ffected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

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As a bonus action, the warlord can change the form of its amphistaff\u0000.

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The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

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.

The warlord can make three melee weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene\u0000t from only one Leadership die at a time. This e\u0000ffect ends if the warlord is incapacitated.

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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The supercommando droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

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The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points).

The Nightsister

knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"YWQ3ZGJhZTA5ZDNh","name":"Mask of the Wild","type":"feat","data":{"description":{"value":"

The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"MDdiOTk1NjQxNmUy","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"N2IwYzgxNzNhN2M2","name":"Vibroknife","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"NThjMDg5NWE1YTMz","name":"Energy Bow","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"YmUyMzc2OWZjY2Ux","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"NjE3MjIxZjc0MzFm","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"ZDliYTM1NjljY2M4","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","effects":[]},{"_id":"5JIgALXzSJItXI1n","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ddMWZNZh2ZCrMNWA","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"MxMbxjsLd5z5XAnh","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tBumvRc3xLf9tn18","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"ijZDaNEq1LhfySBU","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"HPFlECS4NyIPfgAV","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mE2WcRuWxkF2DN0n","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"hSHFrHgSJsfHwcKV","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"oBiAVCzSeBAFoJWk","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"7VxKjjQNMivNzj4w","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"bErUoQ4DGV1H9kn8","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"OY3IDgvQoxFFKgXh","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"3qSA0A5pMymZod1o","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"QZQUNyyruw30mmmn","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"ysBkT9piAIl1WGr8","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"xxhLCMr9ha7A4O7f","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PvZT2MVvY3DQG772","name":"Mind Spike","type":"power","data":{"description":{"value":"

Choose one creature you can see. The target must make a Wisdom saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, you always know the target’s location, but only while the two of you are on the same planet. The target can’t become hidden from you, and if it’s invisible, it gains no benefits from this condition against you. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.gun3oYV4VVqZvZRn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Spike.webp","effects":[]},{"_id":"PgaYaIMzGjRL2YA9","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"iSPdpjhGZisN8vsK","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VCs2fJ7gJm8ZqjFu","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"COQfAjA7rmtyQLpv","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"NqboAAizmerCOLyf","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2300000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"p1zobQDIuRr4dpS4","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2400000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qwTn2g3FHqUHDms3","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2500000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"X1XLaVryPzLQcKvh","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2600000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"FJzX0SbR6w0yq7GL","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2700000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xXvlY9b1yB149OGl","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2800000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"yIgi3sEeN8yYy9sz","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2900000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"uCNRqAt4ENHGfUxP","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3000000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"3JT0RNEyWh4v8MaN","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3100000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"udjff28SrGrn4FBT","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3200000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} +{"_id":"XhaDRLwGcqqQDlaW","name":"Flesh Raider Berserker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"2d12+6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":19,"min":0,"max":19},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"aberration","subtype":"","swarm":"","custom":""},"environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Rakata"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/avatar.webp","token":{"flags":{},"name":"Flesh Raider Berserker","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"XhaDRLwGcqqQDlaW","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWY4MGEwODZjNjZk","name":"Rage","type":"feat","data":{"description":{"value":"

On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"entityorder":{"order":204}},"img":"systems/dnd5e/icons/skills/red_10.jpg","effects":[]},{"_id":"Y2VmMGZhYmJhOWYw","name":"Blade Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/005_-_Flesh_Raider_Berserker/avatar.webp","effects":[]},{"_id":"OTkyOTU4NzZmODNl","name":"Feasting Bite (1/long rest)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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\"The IT-O's greatest tool is its reputation. Tell the suspect you have one, and show it waiting in the wings. This alone will often elicit a confession.\"

- Grand Inquisitor Torbin

Manufacturer
  • Imperial Department of Military Research
  • Imperial Security Bureau
ClassInterrogator droid (aka Torture droid)
Width0,3 meters
Mass10 kg
Sensor colorRed
Plating colorBlack

The IT-O was an interrogation droid designed by Imperial Security Bureau and employed by the Galactic Empire. Use of the IT-O was carefully controlled by ISB, though some models found their way into the hands of senior Moffs, military intelligence and even CompForce. They were also employed by Imperial Inquisitors and Stormtrooper garrison commanders.

Characteristics

\"I've heard whispers about these droids — torture devices invented by twisted Imperial minds. It is said that they can deliver unimaginable pain. Pain so intense that it has never been experienced before — worse than pain from any disease or wound known in the universe.\"

- Princess Leia Organa, prior to her first encounter with an IT-O Interrogator

It was a hovering droid similar in appearance to a remote, perhaps a third of a meter in diameter, with various attachments, deliberately frightening in appearance, used in torture. The droid was generally successful in getting information from prisoners using elaborate and scientific torture methods. First, it would inject the prisoner with a mentally disabling chemical that would decrease the pain threshold, while also forcing the subject to remain conscious. IT-O would do a read on the body, detecting the most sensitive areas like the genitals, joints, neck and many other less obvious body parts. Occasionally, the prisoner's vision may be obscured. A single torture session would usually last well over an hour. The droid had onboard systems to record the entire process, in case any information was lost in the screams of the prisoner. Its reputation was so feared that many prisoners began reciting their sins as soon as they saw an IT-O floating into their cell.

The IT-O's injection reservoirs could be filled with the latest drugs engineered by Imperial experts, such as Bavo Six and OV600. The droid could perform interrogation by itself or in conjunction with living questioners. It was designed with an emotionless personality to ask questions in flat monotone. When working with a living assistant the IT-O would often say nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

Many Imperial Officers realized that the droid's fearsome reputation was so great that they would make good guard droids and so posted them at access points to sensitive areas of their bases and starships. This worked for all but the most determined opponent, as the droid would often cause the infiltrator to panic and run, usually straight into the arms of a stormtrooper.

History

\"And now, your highness, we will discuss the location of your hidden Rebel base.\"

- Darth Vader

One such droid was used by Darth Vader in his interrogation of Princess Leia Organa in 0 BBY. When Leia Organa underwent her mind probe, she was injected with a powerful mind-altering hallucinogen that made her very susceptible to suggestion. With mere words from Darth Vader, Leia imagined herself in unbearable pain, though she was not undergoing any physical harm whatsoever. Her uncanny fortitude prevented her from divulging any Alliance secrets during this torment. IT-O models also did guard duty within Detention Block AA-23, with Luke Skywalker encountering such a model while trying to rescue Leia.

IT-O models, along with Remotes and Arakyd Viper probe droids, were used heavily as guard droids in Moff Rebus's underground sewer lair, as well as the Imperial Detention Facility on Orinackra, the ISO Building on Imperial Center, the Executor, and the Arc Hammer.

Eventually, the IT-O model would be succeeded by the IT-3 Interrogator.

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The IT-O Unit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Ranged Weapon Attack +3, Range 15/60 ft., One target. Hit : 1 (1) kinetic damage plus 7 (2d6) poison damage.

On a hit, the target must succeed on a Con. saving throw (DC 12) or become stunned for one round.

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Average height1,2 ft
Average length1,5 ft
Average wingspan4,5 ft
Skin colorPinkish grey
Hair colorWhite and grey
Eye color
  • Green
  • Blue
  • Yellow
HomeworldNaboo

The Twirrl was a carnivorous, mammalian falconid species, native to Naboo.

The Twirrl preyed upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl. It could also handle prey surpassing its own size by 10 percent. Their diet was supplemented by berries. Keen eyesight, precision flying, and extraordinary diving speed made them favorites for sporting and hunting parties. Twirrls were trained and used by Nabooian aristocracy for a recreational activity known as twirrling. It was known by experienced hunters not to keep Greysors and Twirrls together, even if both were domesticated.

Males staked out territories in the spring and mated with any willing females that passed through. They emitted shrill territorial and mating calls. Females gave birth once or twice a year and served as sole caretakers of the young. Typical litters were three to four young, with maturity occurring at approximately four months.

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If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

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The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master

knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect,

shock, sonic charge, turbulance

1st level: force propel, phase strike, slow descent, tremor

2nd level: animate weapon, force throw, phase walk, rescue,

stun

3rd level: convulsion, force lightning, knight speed, sever

force, telekinetic storm

4th level: disable droid

5th level: mass animation, telekinesis,

6th level: eruption, force chain lightning, telekinetic burst

7th level: whirlwind

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When the Jedi Master fails a saving throw, he can choose to succeed instead.

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The Jedi Master can survive for one hour within the vacuum of space.

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Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

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While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"NzE0NjlmNjE2YTU2","name":"Kinetic Ward","type":"feat","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"MzEwNWVjMmIzZTBk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MmZlZmIwMzBjNjE3","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 12 (2d6+5) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"NmNjNDFmYTAxMDIz","name":"Electric Judgement (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

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.

The Jedi Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"YzIxMGUyM2RiZjk4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Master can cast an at-will force power

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"ZTgyMGE3ZGQ0Y2U2","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Jedi Master makes one greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"NjYxODBlNGU4NWYw","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/338_-_Kel_Dor_Jedi_Master/avatar.webp","effects":[]},{"_id":"BlnuOzmlkiXExKPd","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"snpW6jLD5fKmcRt6","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"svWjjhPXMnDTTgEd","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"YLq8FtOb6ZQS47dv","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"atr0YZhIHMp5X08M","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eB9gx8n4uBidhHR4","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jmaynrsAV6MAs8jL","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"nBFuyhEoHKUzSFyn","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XGJ5q0Ioph6rihvc","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hDaQmJzg5BIKm8OA","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pE3GNcBxoJjJCWQZ","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wbwzMMIZw1PMIOIu","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kMljVGOlS06uSKSX","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TG5s6O0uvXDo4o7p","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1hb6fBKXqqtimXxm","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"abjJWTOhqG15OZc1","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IJoNxG7JJdA4QJkq","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"RiXG5awvve1gwfNQ","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"PRrkDbnyernDEs2M","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jb9ngdnA85Q9Sz1g","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QwvxNvcvugCm2Wo8","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"1DJG2lSiaYAQKCNw","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JOhQDO1DdJzfefWY","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uFYij5iL4aaRmsp1","name":"Eruption","type":"power","data":{"description":{"value":"

Prerequisite: Convulsion

\n

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

\n

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

\n

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2 additional pillars"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ZeVEHfAVZrq79B6I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G5yElOH0J8bef9gP","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"G7NJ4HC71olEZB3r","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dz68uL1h25WeNdbM","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]}],"effects":[]} +{"_id":"Y4ssgOvFDCVkfaEa","name":"Mob","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d12"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

  • Rampant unemployment as a result of the Mandalorian Wars caused angry citizens to begin rioting all over Taris, setting entire sections of skyline on fire.
  • When the Republic attempted to quarantine Rori because of a Brainworm Rot outbreak, rioters razed the hospital and detainment center at Narmlé.
  • Political animosity between General Vaklu and Queen Talia supporters on Onderon led to the outbreak of many riots.
  • Several Coruscant riots during the Great Galactic War and Cold War:
    • Coruscant riots (3680 BBY)
    • Coruscant riots (3661 BBY)
    • Coruscant riots (3653 BBY)

Rise of the Empire era

  • Months of riots on Kabal that resulted in the deaths of four Jedi were caused by a food shortage.
  • On Oovo IV, Jango Fett and Zam Wesell attempted to retrieve Bendix Fust in the midst of a prisoner riot.
  • The Prospector's Riot occurred when estranged buyers attacked the crew of the Lucky Despot for faulty M-HYD droids.
  • The Tertiary Ingo Riots occurred on the harsh world of Ingo, presumably as a result of adverse conditions on the planet.
  • Enslaved Yuzzem on Ragna III were known to riot frequently against their Imperial subjugators.

Rebellion era

  • Moff Jander Graffe instigated alien riots in the Darpa sector in order to provide cover for a new \"security tax.\"
  • A series of gang-rivalry riots broke out on Lenthalis shortly before the Battle of Hoth.
  • Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy.

New Republic era

  • Drend Navett committed several acts of sabotage and instigated riots on several planets, among them a riot on Dordolum.
  • During the Caamas Document Crisis, Bothawui was the subject of many anti-Bothan riots.[4]
  • Human League marches characteristically turned into riots.
  • The Loronar Corporation had a reputation of corruption, including initiating riots on Ampliquen.
  • The First Corellian Insurrection was marked by a number of riots.

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes two improvised weapons attacks.

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\"It looks like some kind of primate. A veermok, or close to it. But they're native to Naboo, what's it doing here?\"

- Milo Graf

DesignationNon-sentient
ClassificationPrimate
Subspecies
  • Eriadu veermok
  • Woolly veermok
Average heightAbout twice the size of a human
Skin colorGray
Hair color
  • Dark brown
  • Dark gray
  • Black
Eye colorYellow
Distinctions
  • Jagged white claws
  • Sharp yellow teeth
  • Powerful forearms
Homeworld
Naboo
Habitat
  • Swamps
  • Woodland

Veermoks were a ferocious species of clawed and fanged primates native to the planet of Naboo. A distinct subspecies lived on Eriadu, in the Outer Rim Territories.

Biology and appearance

Veermoks were a non-sentient species of carnivorous primates that possessed a broad upper torso, long and powerful arms, but comparatively thin hind limbs. They had three-fingered paws tipped in jagged white claws, and a dog-like muzzle containing razor-sharp teeth. Their back and arms were covered in dark brown, woolly fur, but their lower anatomy was hairless. A single specimen had the strength of ten humans.

Behavior

\"Are they aggressive?\"

\"Very.\"

- Lina and Milo Graf

Living in swamps and moist woodlands, veermoks were arboreal creatures. They were also solitary creatures, spending a majority of their lives without others of their kind, and highly aggressive.

History

Veermoks evolved on Naboo, a bountiful planet situated in the Mid Rim region of the galaxy.

Veermoks in the galaxy

A very distinct subspecies lived on Eriadu, a world of the Outer Rim Territories that was practically galactic neighbors with Naboo. That subspecies differred from the more ordinary veermok both in appearance and social behavior.

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The veermok makes three attacks: one with its bite and two with its fists.

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ClassificationParasite
Average lengthApproximately 0,5 meters
Skin colorGreenish yellow
Homeworld

Geonosis

Brain worms were a species of parasitic worm from the planet Geonosis which were capable of entering the body of a host and taking control of it. During the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, the Geonosian Queen Karina the Great used brain worms to control a host of undead Geonosians. After Republic forces defeated Karina and her minions, a brain worm managed to infect the clone trooper Scythe and used him to infect a number of other clones and the Jedi Padawan Barriss Offee onboard the Republic medical frigate TB-73. Jedi Padawan Ahsoka Tano was able to prevent the infection from spreading further by using extremely low temperatures to combat the worms, saving Offee and most of the troopers.

History

During the Second Battle of Geonosis, Queen Karina the Great used the worms within her dead minions in the Progate Temple to endlessly pursue the search party sent by the Republic to find Jedi Master Luminara Unduli. The search party was led by Anakin Skywalker and Obi-Wan Kenobi. Queen Karina intended to use them to control the Jedi, but didn't succeed in inserting them.

After the battle, a surviving worm hatched and crawled into one of the clone troopers of the Tango Company resting outside the Progate Temple. As the company headed to the medical frigate TB-73 going to the Ord Cestus medical station, the infected clone brought more eggs in his backpack and eventually infected the entire clone crew. The clones took control of the ship, attacking its other members, and proceeded to infect Barriss Offee. Ahsoka Tano ruptured the ship's coolant system, weakening the worms. Subsequently, Ahsoka and the infected Barriss dueled, but the cold finally got to the worm in Barriss, and Ahsoka killed it as it was crawling out. Barriss and all clone troopers aboard the ship besides Trap, the pilots, and two other clones were saved. Trap and the other two clones were killed by Barriss and Ahsoka in self-defense, and the pilots were killed by infected clone troopers Ox and Edge.

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The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

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The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feetof the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.

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Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"MWFhZWIzMzcyYTYx","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZTRkY2MyMWI2YmQ3","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ODg4ZDQwNWM5YTRm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull, force disarm,

lightning charge

1st level: battle precognition, phase strike, hex

2nd level: dark shear, animate weapon, darkness, phase walk

3rd level: dark aura, knight speed, sever force, choke

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"OWI2M2M3OTNmYmU2","name":"War Casting","type":"feat","data":{"description":{"value":"

When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"MGUzMjAzODRkZGZk","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"OGRkZGEwZDY3NTcz","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZGIxNGE2ZTA5MDMw","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZmZmNjM3ZTQwNTA2","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"YTg2M2E5YzVmNjcx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"ZmZkMDhjYWRmYjkz","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/407_-_Sith_Warrior/avatar.webp","effects":[]},{"_id":"mYqMrTmfp1Uz3i4U","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"9lsDYVHfiXincpgm","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"rqrJ2LcMqLuFzmYw","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"wxfP9D19gSqGdEaR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LS64O8KSasO4ts0D","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"Mx2FKL6BrFKyW1sm","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"6ZsnEfeG1gvxNanu","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"39dHhiapEwHv6gLH","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"2zh2KLLEVzsF6i32","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"wawDSvmzriO6oCLX","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OU5cNyLJr7Hv4N2j","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"JsA32JvJfycOZc7U","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WeyZCUrh5pRDoFYQ","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"TwR3Dcy2Aw9GFnM8","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"QFEfpkcf0jZMiC8k","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rR8CiQaNx7wrclXF","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]}],"effects":[]} +{"_id":"YfzNNGi2o4aHWL4A","name":"Sando Aqua Monster","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":30,"proficient":1,"min":3,"mod":10,"save":18,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":28,"proficient":1,"min":3,"mod":9,"save":17,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":8,"proficient":1,"min":3,"mod":-1,"save":7,"prof":8,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":12,"prof":8,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"23","min":0,"formula":"natural armor"},"hp":{"value":546,"min":0,"max":546,"temp":0,"tempmax":0,"formula":"28d20+252"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":50,"walk":20,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":546,"min":0,"max":546},"bar2":{"value":23,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"

\"There's always a bigger fish.\"

- Qui-Gon Jinn

DesignationNon-sentient
ClassificationMammalian
Average length160-200 meters
Average mass54.000 tons
Average lifespan100 years
Skin color

Tan

Eye ColorYellow
Distinctions
  • Sharp teeth
  • Nostril
  • Long body
Homeworld
Naboo
Habitat
Oceans and lakes
Diet

Carnivorous

Sando aqua monsters were enormous, muscular predators that could be found in the oceans and lakes of Naboo. Although they could grow up to 200 meters, they were rarely seen. Thanks to their sharp teeth, they were capable of biting through the strong armor of the opee sea killers.

Biology and appearance

Measuring between 160 and 200 meters in length, the sando aqua monsters owed their name to their gigantic size. Despite that, they managed to hide in their native oceanic depths. Sandos had heavily muscled bodies that looked almost feline, with strong limbs ending in finned claws that propelled them through the depths.

Their huge mouths allowed them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth, they were also the only predators capable of biting through the hard shells of the opee sea killers.

Their life-spans typically reached one hundred standard years.

Behavior

The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish.

History

The sando aqua monsters hailed from Naboo, a Mid Rim planet whose core comprised a network of underwater tunnels. Although the Gungans, the sentient amphibians native to Naboo, rarely encountered living specimens, there were reports of washed-up sando corpses on beaches. For most inhabitants of Naboo, the sando aqua monster was more of a terrifying myth than a reality.

In 32 BBY, a sando aqua monster attacked and killed an opee sea killer and a colo claw fish that were chasing a Gungan sub.

At some point during the reign of Queen Padmé Amidala, two poachers captured a baby sando aqua monster and hid it in the royal boathouse, prompting its mother to lay siege to the building. The Queen herself intervened, setting the young creature free so it could swim away with its genitrix.

Sando aqua monsters in the galaxy

Sabine Wren painted a stylized sando aqua monster on the Phantom's hull.

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The monster can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"YmJmNjNlY2Y1MTRi","name":"Freedom of Movement","type":"feat","data":{"description":{"value":"

The monster ignores difficult terrain, and effects can't reduce its speed. It can spend 5 feet of movement to escape from being grappled.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"YTI4MjkxNTRhNDEz","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the monster fails a saving throw, it can choose to succeed instead

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ZmYxNzU0ZTQ4YTc4","name":"Gargantan Strength","type":"feat","data":{"description":{"value":"

The monster's weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ZjUyMDEzOGQ2NjFl","name":"Siege Monster","type":"feat","data":{"description":{"value":"

The monster does double damage on objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"MWQ2NmM1YjRjMjkx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage.

If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"ODAwMTQ4MjhmMWFh","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

.

Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

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.

The monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/113_-_Sando_Aqua_Monster/avatar.webp","effects":[]},{"_id":"NDViZjYzZDU1NTEw","name":"Swallow","type":"feat","data":{"description":{"value":"

.

The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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.

The monster makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage.

The monster makes a tail attack.

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A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool. The monster creates a whirlpool in the water at a point within 30 feet that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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The Hutt adds his Strength modifier instead of its Charisma modifier on Intimidation checks.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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The Hutt makes two slam attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is knocked prone.

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The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8 + 5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

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Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Skin color

Mainly grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Clone trooper medics were clone troopers who were equipped to diagnose and treat wounded soldiers.

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bacta products. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":1,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","token":{"flags":{},"name":"Trooper, Field Medic","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZRzjLEvoQcKseHjU","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWYwZjQwYTZlMGMy","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Field Medic has 7 tech

points and knows the following powers:

At will: temporary boost, electroshock, assess the situation

1st level: expeditious retreat, kolto pack, flash

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","effects":[]},{"_id":"NDA3YmUzZmUyOTY4","name":"Hold-out Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","effects":[]},{"_id":"NGVlYjhiOTcyOGM2","name":"Pistol Whip","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","effects":[]},{"_id":"ztM3otwxfcbK9too","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"o7593pDTga6Xn4hn","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"FmOXAdSYCkDdNV6x","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"KUyAdUzjlhweaTAN","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"S7pnxHCjNX1OVAKn","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"vkyP7JKoUi4oD7HU","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]}],"effects":[]} +{"_id":"ZVBAxTX382iaL4aO","name":"Flesh Raider Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":32,"min":0,"max":32,"temp":0,"tempmax":0,"formula":"4d12+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":11,"bar1":{"value":32,"min":0,"max":32},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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The Flesh Raider Apprentice is a 4th-level

forcecaster. Its forcecasting ability is Charisma (Power

save DC 12, +3 to hit with force attacks) and it has 13

force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward.

1st-level: curse, sap vitality.

2nd-level: drain vitality, force camouflage.

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.

The Flesh Raider Apprentice makes 2 Lightsaber Strikes.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VfFmMyxEPcCocgCM","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

","public":""},"alignment":"Any Light","species":"","type":{"value":"humanoid","subtype":"Twi'lek","swarm":"","custom":""},"environment":"","cr":7,"powerForceLevel":7,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Twi'leki"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"per":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","token":{"flags":{},"name":"Jedi Knight, Focused Adept","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"ZlDF1axLzNckxec5","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDVjZmMyOWY0YWFl","name":"Natural Antitoxins","type":"feat","data":{"description":{"value":"

The Jedi has advantage on saving throws against poison and disease.

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When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"MGJiNjRjMThmMmYy","name":"Force-Empowered Self","type":"feat","data":{"description":{"value":"

When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"OTYzMTBlOTQ5OTZk","name":"Deflection","type":"feat","data":{"description":{"value":"

The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"NDE5NWY4ZjQyZWFi","name":"Double Strike","type":"feat","data":{"description":{"value":"

The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"M2JkYzMwNDdkNDYy","name":"Slow Time","type":"feat","data":{"description":{"value":"

The Jedi adept increases its speed by 5 x 1d6.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"ZDBiMGIxZGY3ZDc3","name":"Blade Dance","type":"feat","data":{"description":{"value":"

When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"MmNkMWU2MDk4ZGMz","name":"Blade Storm","type":"feat","data":{"description":{"value":"

Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"YmU0NWZiOTVkMWI5","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber

ward

1st-level: battle precognition, cloud mind, heal, project,

sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage,

force sight

3rd-level: force repulse, sever force, knight speed

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"ZGQ1YWI4OGYyNjM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"OWJkMzNlYmQ2YmVi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"NjY3YWM1ZTliNTJk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi adept makes two lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YWQ3MGM3N2Q5NTRh","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/332_-_Jedi_Knight_2C_Focused_Adept/avatar.webp","effects":[]},{"_id":"OWIzNjY2OGJiODVi","name":"Unarmed Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{"exportSource":{"world":"062test","system":"dnd5e","coreVersion":"0.6.4","systemVersion":0.93}},"img":"systems/dnd5e/icons/skills/blood_11.jpg","effects":[]},{"_id":"EVGQnTKTF5836yPh","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oz9LRWTvD1UwvqBb","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"w5pZAIVwdXjbbJjn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"JZ6h7Xj95lzlA3YB","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"qZLxV8J9WXvAbRf6","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"vxv9n1WZtEYXjvfA","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"xCkyyH16adqmpSEG","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vgjtUqAef6nXOA9E","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"Ciiw58bAELFyuuRL","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6v1XJOlZNWHzeplO","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"40uTnlvyudHN6BOr","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"bWoDEmuBOFt96Shg","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"n9XEb6mqbsOX9sqp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lnhUpvucXFnSltBl","name":"Danger Sense","type":"power","data":{"description":{"value":"

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

\n
    \n
  • Peace, for results which are not dangerous
  • \n
  • Danger, for results which are dangerous but perhaps still worth the danger
  • \n
  • Ruin, for results which are certain to end in death or tragedy
  • \n
\n

The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

\n

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WBNy29tnkclypOVZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iU2af0HI6ughTPnB","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Uemt7AIkt0vTeI9e","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OcwXorROcKz8x9Sl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"huOK25pX5ZddR6vA","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4MwwehHLEzwWzrmm","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wFE9LF4o6I20dKMi","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]}],"effects":[]} +{"_id":"ZoMhbhAjtTMGMxGA","name":"Tauntaun","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"9","min":0,"formula":""},"hp":{"value":15,"min":0,"max":15,"temp":0,"tempmax":0,"formula":"2d10+4"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":15,"min":0,"max":15},"bar2":{"value":9,"min":0,"max":0},"senses":{"special":"passive Perception 9"}},"details":{"biography":{"value":"

\"I thought they smelled bad on the outside!\"

- Han Solo

DesignationNon-sentient
ClassificationLizard
Races
  • Climbing tauntaun
  • Giant tauntaun
  • Glacier tauntaun
  • Scaly tauntaun
Average height1,3 - 2 meters at the shoulder
Hair colorWhite
Homeworld
  • Hoth
  • Umbara
Habitat
Snowy plains
DietOmnivorous

Tauntauns (pronounced /tän'-tän/) were a species of omnivorous reptomammals who were indigenous to the icy planet of Hoth. Tauntauns were commonly used as pack animals during the Rebel Alliance's stay at Hoth. Tauntauns were also used as patrol mounts when it was learned that the Rebel Alliance's own vehicles could not cope with the very cold weather.

Anatomy

Tauntauns shared similar characteristics with kybucks, however were genetically different. They featured a mix of traditionally reptilian features, such as a lack of mammary glands and scaly skin. They had a layer of blubber under fur which ranged from gray to white and covered their bodies. They also have mammalian characteristics, as were also warm-blooded, and gave birth to live young; and in other ways, they can be also considered to be marsupials due to their appearance and mating process. Known subspecies included the glacier tauntaun, scaly tauntaun, climbing tauntaun, and the giant tauntaun (also referred to as the common tauntaun).

Tauntauns possessed numerous evolutionary adaptations to the bitter, cold environments of Hoth. Those adaptations included wide feet for running across icy surfaces, swiveling ears, thick blubber, chambered lungs, two pairs of nostrils, and a digestive system that excreted wastes as oils through skin pores, producing a distinctive odor. Their four nostrils served to warm inhaled air. Their larger pair were used to bring oxygen into the blood stream during physical exertion. When lying down to sleep, the larger pair sealed to keep snow out, and the second pair took over. A well-muscled tail extended a meter from their bodies to help maintain balance. They had clawed feet and hands to gain purchase on the ice. Their feet were also tridactyl, with splayed toes to act as natural snowshoes. The most important feature of tauntaun physiology was their unique blood mixture that was resistant to the tundra winds and kept their organs from freezing.

Despite these adaptations, tauntauns sought shelter at night to avoid the extreme nighttime temperatures of Hoth. When shelter was unavailable, they used their evolved ability to hibernate during low nighttime temperatures, maintaining a lukewarm internal temperature. Some tauntaun breeds actually froze to death if awakened after sundown. When not eating the fungus that grew beneath the frost layer or lichens found in glacial caves or valleys the omnivorous tauntauns were also known to eat ice scrabblers and Hoth hogs.

Tauntauns were matriarchal animals and lived in herds of twenty to thirty individuals. Horn-butting matches were common among both males and females who hoped to establish dominance. Tauntauns were able to give birth to two young at a time, which would occur twice within one Hoth year. Though they lacked mammary glands, tauntauns could regurgitate a form of \"milk\" produced in their crops.

They tended to be ill-tempered, a natural result of evolving in such an inhospitable environment. A peculiar form of \"attack\" among the females, and some of the males, during mating season was their spitting ability. Tauntauns would spit at each other's eyes, with surprising accuracy. While their smelly saliva was by no means deadly, it was quite inconvenient to have any liquid freeze near their eyes in Hoth's blizzards.

Predators

Tauntauns were the primary prey of the wampas. Besides their horns, natural camouflage, and their safety in numbers, tauntauns also relied on their ability to run 90 kilometers-per-hour to survive. The wampas got around this by ambushing their prey -- attempting to kill them before they could escape. The wampas would then drag the tauntauns to their caves and either eat them or hang their corpses upside down.

Domestication

If domesticated, tauntauns would require a grooming parlor to breed. Such a place would stink like the dirtiest imaginable kitchen to a sentient.

Although they were stubborn creatures, tauntauns made ideal patrol mounts for the Rebel Alliance's Echo Base in the absence of repulsorcraft, which were unreliable in Hoth's extremely cold climate. Personnel such as Corporal Vyn Rolado were responsible for taming the alpha female of a tauntaun pack, which allowed the Alliance to easily train the remainder of the pack. It was discovered that the ultrasonic frequencies given off by certain droid models irritated the mounts, and they would use their tail to swat any of those droids who happened to wander too close. Tauntauns were occasionally attacked by wampas in the ice caves of the rebel base.

The Hutt gangster Jabba Desilijic Tiure kept the head of a tauntaun as a trophy hanging on a wall in his throne room. Captain Ozzik Sturn also had a head of a tauntaun in his private quarters on Kashyyyk.

Some years after the Galactic Civil War had ended, tauntauns were exported from Hoth to the cold-climate regions of other worlds such as Coruscant. They were used as mounts, beasts of burden and tourist attractions. However, they longed for their old home and became surly and stubborn because of this homesickness.

Also by the time of the Second Galactic Civil War, small stuffed tauntauns were available as children's toys. The smooth, silky fur of the plush made it pleasant for young children to snuggle with. Jacen Solo had given one to his daughter Allana as a gift to make sure that she and her mother Tenel Ka were not the sacrifice he had to make to become a Sith Lord. The toy inspired her to want a real one from the Coruscant Livestock Exchange and Exhibition, but her grandfather Han Solo denied her due to his experience on Hoth, stating the creature's unpleasant smell.

The droid L9-G8 once made tauntaun chowder for the Prince of Tamboon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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\"I put my faith in diplomacy. We can't solve all of our problems by throwing troops at them.\"

- Republic Senator Padmé Amidala, during her mission to Rodia

Troopers, sometimes referred to as troops, were soldiers who served in a military force, such as that of the clone troopers of the Grand Army of the Republic, who were bred on Kamino, the stormtroopers of the Galactic Empire, elite troops deployed on the frontlines and stationed aboard installations such as Star Destroyers, the Alliance troopers of the Rebel Alliance, the stormtroopers of the First Order, and the Resistance Troopers of General Leia Organa's Resistance.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

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The squad can take one reaction each turn.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

World Devastator

World Devastators, also known as World Smashers,\nWorld Sweepers, Planet Smashers, or City Eaters, are\ngigantic superweapons, successors of the Imperial\nLeviathan, with strong tractor beams attached to them\nthat can wreak havoc on planets. They were designed\nby Umak Leth and employed by the Galactic Empire\nunder the reborn Emperor Palpatine.\n

\n\t\t\t\t\t\t

A Devastator's primary tactic is to land on the\nsurface of a planet where its mighty tractor beam\nprojectors can literally tear the planet beneath it apart.\nThe deconstruction of the planet and its resources will\nthen be used for both fuel for the Devastator and for\nits massive foundries which churn out starships,\nstarfighters, and droids which may be sent into battle\nstraight from the assembly line. The internal factories\ncan create anything from a starfighter or speeder to a\nmedium-sized cruiser, given enough resources.\n

\n\t\t\t\t\t\t

Each World Devastator is controlled by a central\ndroid brain—sentient crewmembers are aboard to\noversee production and handle navigation or weapons\nsystems. The droid brain is responsible for creating the\nnew weapons of war, and is programmed with a massive store of ship types and parameters,
\nable to create a wide variety of vessels for any combat situation.\n

\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

In addition, the factories can also focus on upgrading\nthe World Devastator itself; a portion of the raw\nmaterials created in the molecular furnace is set aside\nfor advancements to the main body. With these unique\ncustomizations, no two \"mature\" World Devastators\nare truly alike. Given sucient time and resources, a\nWorld Devastator can even manufacture more World\nDevastators.\n

\n\t\t\t\t\t\t

These machines' shields are so strong that even\nconcentrated turbolaser re cannot penetrate them,\nand most times any contact with another enemy ship\nresults in the consumption of that ship by the World\nDevastator. Newer, smaller Devastators carry their\nshield generators on their outer hull, which may be\nvulnerable to starfighter attack. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

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As a bonus action, the world devastator can send a shock wave through the ground in a 300- foot-radius circle centered on itself. That area becomes di\u0000cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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The world devastator employs heavy shield generators, making it di\u0000cult for smaller arms to damage it. Unless the damage from a single attack or e\u0000ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e\u0000ect equal to or greater than its damage threshold, it takes damage as normal.

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The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such eff\u0000ects that occur in its interior.

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If the world devastator fails a saving throw, it can choose to succeed instead.

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When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is aff\u0000ected by a tear in hyperspace and appears 5d100 miles away in a random direction.

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Creatures of Huge size or smaller can stand in the world devastator's space.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The world devastator makes three point- defense attacks.

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The world devastator chooses a point within 320 ft and lets loose a barrage of blaster \u0000fire from its point defense system. Each creature in a 15 ft. cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator makes one of the following blast attacks.

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The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the \u0000rst time in a turn, including when the world devastator creates the \u0000eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the \u0000eld. A restrained creature repeats the saving throw at the end of its turn. The \u0000eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

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The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) \u0000re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

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The world devastator manufactures a squad of droid troops. It deploys 1 B1- Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

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The world devastator makes a Wisdom (Perception) check with advantage.

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The world devastator makes a single attack with its point-defense.

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The world devastator regains 52 (5d20) hit points.

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Average Height3 to 4 meters at shoulder
Skin ColorPurple
Distinctions
  • 4 legs
  • 4 long horns
  • 2 long, sensitive ears
  • protective, cartilaginous spines on back
  • shaggy fetlocks
  • thick neck 
Homeworld
Naboo
Habitat
Swamp
Diet
Herbivorous

The hrumphs were powerful, thick-necked herbivores native to the Gungan Swamps of the Mid Rim planet Naboo.

Description

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears. They were not choosy about their food, because they had a sharp beak for nipping tough xosha grass, which they knelt to reach, and the bark of hsuberry trees, tassler trees, and hydenock. Three to four meters long at the shoulders, hrumphs were quite large. Hrumphs had sparsely-haired hides and protective cartilaginous spines on their backs. They also had shaggy fetlocks to protect against nipping crustaceans.

Hrumphs were quite nearsighted and, with an irritable temperament, they never hesitated to charge. They were also good leapers, despite their bulk. Female hrumphs gave birth to one calf at a time. Herds defended young from predators like veermoks by encircling them and facing outward like a shield.

History

Hrumphs were also found on Aargonar and the Outer Rim planet where Darca Nyl met Samuel. They were used by the Gungans to populate Ohma-D'un as well. Like banthas, they would stand by cliffs to take advantage of the cool air wafting up from hidden caves. Using his knowledge of bantha behavior, A'Sharad Hett observed the hrumphs on Aargonar to find a cavern in which he and Anakin Skywalker could hide.

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If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

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The jawa is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 12, +4 to hit with power attacks). The jawa has 6 tech points and knows the following powers: At will: electroshock, mending, on/off 1st level: oil slick, overload, repair droid.

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The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

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This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

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You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

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Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

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Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

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The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

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The augmented wookiee berserker has advantage on initiative checks.

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The augmented wookiee berserker rolls two additional damage dice on a critical hit.

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When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

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Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The augmented wookiee berserker makes three attacks with its unarmed strike.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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\"We have them on the run, sir… They're no match for droidekas.\"

Rune Haako, to Nute Gunray

ManufacturerColicoid Creation Nest
ClassBattle droid
CostOver 200 times that of a B1 battle droid
Height
1,83 meters
Mass75 kg
Sensor colorRed
Plating colorBronze

The droideka (a compound word combining the Basic word \"droid\" with the Colicoid suffix eka, meaning \"hireling\" or \"drone\"), also called the destroyer droid (destroyers for short), wheel droid, roller, or rollies in clone trooper slang, was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders such as General Grievous favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Description

\"Droidekas are fast… very fast.\"

- Urai Fen

The droideka was designed by the carnivorous Colicoids of Colla IV, who were displeased by the limitations of Baktoid Combat Automata's basic B1 battle droids, and chiefly manufactured on their homeworld. The Trade Federation traded rare meats to the Colicoids as a way to ease bargaining with the ravenous insectoids, and were able to enjoy special rates on these normally very costly droids. So by cutting down the costs of these battle machines, the Confederacy of Independent Systems (CIS) was able to get shipments of them by the hundreds. Before the Federation's defeat following their Invasion of Naboo, these droids were usually slaved to a central control computer. This technique fell out of favor in the aftermath of said battle, however, and they later functioned independently like the B2 super battle droids did. Even before that time, the droidekas on Colla IV were not slaved to a central computer, this independence rendering them both much more expensive and much more lethal. What also made them unique to battle droids was that they could roll into position on the battlefield and act as a turret. Due to their construction and design, they were over 200 times the cost of a regular B1 battle droid.

They were more formidable than the Federation's more numerous battle droids for several reasons. They were able to transform into a \"wheel\" configuration, allowing rapid movement and compact storage. When they encountered their targets, each of the bronzium-armored droidekas would unfold into a tripodal weapons platform, armed with a set of two twin blaster cannons which could unleash a withering torrent of firepower, though some were equipped with a blade weapon on one of the arms, such as a buzzsaw or a vibroblade. Often, they were also equipped with deflector shield generators. These personal energy shields projected could endure much punishment, capable of deflecting or absorbing virtually any manner of energy or projectile fire up to the level of a light artillery bolt, as well as rebuffing lightsaber blades and physical attacks. The shields were powered by a starship-class fusion generator housed in a bulb at the junction of the droideka's legs. However, there was a weak point at the very top of the shield, a point where lightsabers would be able to penetrate. Many Jedi took advantage of this weak point, and it was the most commonly used method of dispatching them in the Clone Wars. Additionally, the effectiveness of these droids was bolstered by their lack of the usual requirement for photoreceptors; instead, droidekas utilized non-visual composite radiation sensors, less likely to be distracted by light-based effects.

Droideka dispensers were sometimes used to transport and deploy these droids even in the middle of intense combat zones, proving a serious nuisance to enemy troops.

History

Pre-Clone Wars

\"Master! Destroyers!\"

- Obi-Wan Kenobi, upon seeing a droideka aboard the Saak'ak

Droidekas were used before Naboo in the Trade Federation's attempt to annex Alaris Prime and expel the Wookiees attempting to colonize it, but the Wookiees, with the intervention of Jedi, were able to repulse the Trade Federation forces.

The Trade Federation utilized large numbers of droidekas during the Invasion of Naboo, where they proved highly effective against Naboo forces. They were used to great effect against two Jedi—Qui-Gon Jinn and Obi-Wan Kenobi—on the flagship Saak'ak, where just two of them forced the Jedi to flee. They were also used during the Battle of Grassy Plains, where they massacred Gungan warriors and were responsible for destroying the Fambaa shield generators. However, they were disabled when Anakin Skywalker took out the Droid Control Ship. After the crisis, the Galactic Republic obtained some droidekas from the reparations given to the Trade Federation, and used them onboard Outbound Flight as security enforcement, and would be obtained by the Vaagari by this way.

Clone Wars

After the Trade Federation joined the Confederacy of Independent Systems, droidekas became mass-produced in Separatist droid foundries and were a common element of the Confederacy armies. They were used in the initial Battle of Geonosis, where most of them were stored aboard core ships which were hence unavailable for the battle, although they were used heavily in the arena stage of the battle. Over the course of the war, they proved extremely effective against enemy clone troopers and Jedi Knights, with even Obi-Wan Kenobi bearing scars from them; they posed a challenge even to elite Republic soldiers such as Delta Squad, as proved aboard Prosecutor.

They were also sometimes used as bodyguards for high-ranking Separatist figures such as San Hill. However, they met their match in the JK-13, which was not brought into mass production as the Jedi feared it would be. Indeed, the mere presence of droidekas was enough to make Jedi or other enemy forces retreat or surrender. During the Battle of Cato Neimoidia near the end of the war, squads of droids pinned down a group lead by Anakin Skywalker and Obi-Wan Kenobi, and were only destroyed by an artillery strike.

An unusually large concentration of droidekas were used in the assault on Coruscant, where they were repulsed by Yoda. In the same battle, droidekas also formed part of the team that captured Anakin Skywalker and Kenobi aboard Invisible Hand, although the Jedi exploited a weakness in their shields during the firefight on the bridge.

Unarmed droidekas were used as shooting range targets as part of the training of clone sharpshooters.

At the end of the Clone Wars, the droidekas were de-activated after Darth Vader's execution of the Separatist Council under Emperor Palpatine's orders.

Aftermath

\"Yes, the so-called 'destroyer droids' used by the Trade Federation during the Clone Wars. The Empire has a stockpile of the droids and has reprogrammed them to guard various installations across the galaxy, including a research station and the mine here on Lok. The droidekas are programmed to attack anyone who shouldn't be there.\"

- Sergeant Moore

The remaining droidekas were purchased by the Corporate Sector and other organizations, such as the Galactic Empire. By the time of the Yuuzhan Vong War, a few system security forces still utilized droidekas. Droidekas were also used by colonies on undeveloped worlds in Wild Space as perimeter guards at night to guard against native predators. In 19 BBY, Droideka's were used by stormtroopers against Jedi Fy-tor Anna. Some fell into the hands of smugglers and criminals, and the Vagaari managed to obtain at least one unit. During the early years of the Galactic Empire, many droidekas were used by Gizor Dellso in the Battle of Mustafar. All were destroyed when the Empire bombarded the planet. One was repaired by Osaji Uhares during the Galactic Civil War. Around this time, six modified Droidekas were used as the leaders of security squads in Aucellis Park, an entertainment park that was located on the moon Keriba VI. In about 12 ABY, the renegade Jedi Dal Konur obtained some droidekas from a warehouse on Wayland and he deployed them on Bilbringi.

Tyber Zann and Urai Fen managed to capture an abandoned clone war era droid factory on Hypori from the automated security droids protecting it. A large Hutt Cartel force including Jabba Desilijic Tiure and Bossk (who was quickly bribed into defecting,) had set a trap for the two crime lords, but Urai was quickly able to reprogram the Destroyer Droid MKII security force to respond to Tyber, and managed to force Jabba to retreat. After taking Hypori Zann established many facilities devoted to the manufactore of the these droids to be used as heavy support units for the disruptor-armed infantry of the Zann Consortium.

Due to the strength of their blasters and their built-in shields, droidekas proved to be a serious threat to Jedi, especially when in groups. A few years before the Yuuzhan Vong War, Luke and Mara Jade Skywalker encountered a droideka aboard the remains of the Outbound Flight Dreadnaught-class cruisers. Even though it was decades old and not operating at its best, the two still had a difficult time defeating it. However, this version had some interesting additions, one of which was the ability to fire its blasters while in rolling configuration.

Design flaws

\"Data shows that the standard droideka was made with one design flaw: the shields must maintain a continual supply of energy, which may result in an overload if battered enough.\"

- TC-38

Despite being a formidable droid, the droideka had one major design flaw. Its shield was designed to enclose the droideka in a standing position, but if the droid was knocked on its side or against a wall, the shield had no way of distinguishing the wall or floor from a blaster bolt or lightsaber. This meant that the shield generator had to continue supplying energy to the shield, resulting in an overload, as demonstrated during the rescue on the Invisible Hand. The shorted-out shield generator would leave the droideka vulnerable. Also, in the rolling position, the droideka's shield could not be activated, leaving it vulnerable while rolling from place to place. This technique was demonstrated by Republic Commandos infiltrating a Separatist core ship during the Battle of Geonosis and later by Anakin Skywalker and his padawan during the Battle of Christophsis. Also their shields were substantially weaker behind the droid, making them relatively easy to take out from that position. They also apparently seemed to be vulnerable to Force techniques, as Obi-Wan Kenobi used several to knock out approaching droids (and even slow down General Grievous) on board the CIS superbattleship Malevolence.

Droideka shields were ineffective against slow rolling objects, such as thermal detonators which could be rolled in and detonated. This was taught to the Onderon rebels by Captain Rex during the Clone Wars. During the Ringo Vinda campaign they were manipulated by the force and taken down with shields up by an Electro Magnetic Pulse grenade. They also showed little, if any, ability to stop strong explosions as demonstrated when CC-5576-39 encountered them and targeted various barrels of rhydonium in order to destroy them. At the Geonosis arena they were destroyed by Low Altitude Assault Transports with little to no shield resistance.

Droidekas were known to have a hard time maneuvering on downward slopes and climbing up stairs. In their rolling configuration, they would have to go back quite a bit and then speed up, launching themselves up the stairs. They could also try to traverse stairs in walking configuration, although it was extremely hard for them to coordinate their three legs on stairs. In their standing position, they could not move very fast, forcing them to roll over long distances.

Additionally, there were limits when a droideka could fire at a target. If the target got very close to it, the droideka would miss its shots because its blaster arms were spread out. This also enabled an enemy to run around it while attacking.

Droideka series and variants

There were three known series of droidekas. They were outwardly similar; the differences were mostly internal. The first, the P-series droideka, was used in the Invasion of Naboo in 32 BBY. The W-series droideka was used in the Battle of Geonosis in 22 BBY. Later, the Q-series droideka was used aboard the Invisible Hand to capture and trap Jedi master Obi-Wan Kenobi and Jedi Knight Anakin Skywalker in 19 BBY.

Five known variants of droideka existed. The first was the grapple droideka, used around the time of the Invasion of Naboo. It was equipped with electronic grapples and was designed for melee combat, and lacked blasters. It also seemed to possess weaker shields than average.

A second variant was the Ultra Droideka. These were larger than standard droidekas and saw use during the Clone Wars.

A third, the droideka Mark II, saw action on the battlefields of the Galactic Civil War. This model had four stubby legs and an ion cannon, and was larger than the Separatist models. Since the plans for it were discovered on the old Separatist droid-producing world of Hypori, it may have been a dropped CIS project. It was employed by the Hutt Cartel briefly, then quite extensively by the Zann Consortium.

A fourth droideka variant was the K3-I Buzzer Droid used also during the Galactic Civil War. This variant was used on Station Gamma above Ord Mantell. It was weaker than an average droideka and lacked shields.

A fifth droideka was the sniper droideka, which was used by the CIS during the Clone Wars. It included a sniper rifle in its head, in addition to the rest of its weapons. The CIS deployed at least two sniper droideka during its invasion of Kiros.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 11 (2d6+4) energy damage

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The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"Once the katarn hunted us, and the highlands of the forest was theirs for a thousand generations. But their hunting did not destroy us. Nothing of this world is to be squandered, my son. The katarn gave the Wookiees its strength and courage, and allowed the Wookiees to find the rrakktorr. Now we repay them by returning the gift. Someday it will be their turn again.\"

- Chewbacca to Lumpawarrump

Homeworld
Kashyyyk
Diet

Carnivore

A katarn was a predatory quadruped reptomammal native to the planet Kashyyyk.

Overview

Katarns had slender bodies with rodent-like tails, and narrow faces leading back to a cartilaginous ridge protecting their neck and shoulders. Their paws had opposable digits, and their lower limbs were covered with sharp spurs, both of which allowed them to climb and hang from the branches of the giant wroshyr trees and feed on tree-burrowers.

Katarns were creatures of great importance in the Wookiees' culture. The Wookiees, who called the katarn the \"Old Prince\", hunted them in their hrrtayyk ceremony. Wookiees said the katarns were born by a wound to Kashyyyk that fell from the sky ages ago and made a home for the katarn. The katarns then hunted the Wookiees, thus unlocking the Wookiees' \"inner fire\". To thank the katarn, the Wookiees hunted them. They believed that someday it would be the katarn's turn to hunt the Wookiees again.

Katarns were ferocious and merciless predators which would track their prey for long periods before choosing an opportune moment to strike. They had been described as \"silent, shadowy, and deadly,\" qualities which made them the mascot of Judder Page's Katarn Commandos.

Some katarns were domesticated as the war-mounts of Wookiee dragon troopers. On another note, there was a small subspecies of katarn that populated the Shadowlands. These katarns had no climbing abilities, as evidenced by their four large trunk-like legs. They also had two small dangling manipulator arms. They had more rounded out edges than the main katarn species and two large tusks. The reformed Revan battled several of these in his second trip to find the Kashyyyk star map.

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If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

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The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 15 ft., One target. Hit : 6 (1d8+2) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.


Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

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When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

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Ranged Weapon Attack +6, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

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Ranged Weapon Attack +6, Range 240 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

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The Hunter has advantage on Wisdom (Perception) Checks.

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If The Hunter fails a saving throw, he can choose to succeed instead.

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The Hunter can roll his next ranged attack with advantage.

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The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

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If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

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The Hunter makes three blaster rifle attacks or three melee weapon attacks.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 17 (2d10+6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target must make a DC 18 Constitution saving throw or become dazed.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage plus 10 (3d6) fire damage

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The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

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The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

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The Hunter makes one heavy blaster rifle attack.

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The Hunter can use either of his grenade attacks.

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.

The Hunter moves up to its speed without provoking opportunity attacks.

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Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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The rakghoul makes two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"jxgx624pJW93xuy4","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"ReGWKtsn5zQPrmyL","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"icsgwjMrpkAdmdCx","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"5xydmGFUdfYgoji9","name":"Stack the Deck","type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.b0T7rxNgDtGx3mwh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp","effects":[]},{"_id":"Cld5C45mmf0UdQPz","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"WYYZez7T09h35oIA","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"gfmoyScWC4Us0OJ2","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]}],"effects":[]} +{"_id":"biTdEmuXJ3rRTJhr","name":"Rakghoul","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":"natural armor"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8+5"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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\"Grand Admiral Ackbar.\"

\"Grand admiral is an Imperial ranking. I, like you once did, identify as fleet admiral—but you seem to have taken the title 'Grand Admiral' for yourself.\"

- Grand Admiral Rae Sloane and Fleet Admiral Gial Ackbar

Date estabilishedPrior to the heist on Vandor
Notable Individuals
  • Mitth'raw'nuruodo
  • Balanhai Savit
  • Rae Sloane
  • Urtya
Government
  • Galactic Empire
  • Mon Cala monarchy
  • First Order
Location(s)
  • Imperial Navy
  • Mon Cala Mercantile Fleet
  • First Order Military
Position typeMilitary rank
Duties

Commanding officer of a fleet

Grand Admiral was a senior military rank in the Imperial Navy of the Galactic Empire. It was also a rank in the Mon Cala Mercantile Fleet. After the fall of the Empire, the rank was active in the First Order, a successor state of the old Imperial government.

History

\"The Emperor recently promoted me after my victory at Batonn.\"

- Grand Admiral Thrawn

The military rank of Grand Admiral was active during the Imperial Era. Shortly after the Batonn sector insurgency, Chiss Admiral Thrawn was awarded the rank of Grand Admiral by Galactic Emperor Sheev Palpatine after Thrawn's victory at Batonn. During the Lothal campaign, Balanhai Savit also had the rank of Grand Admiral, and attended a meeting with Thrawn, Grand Moff Wilhuff Tarkin, and Director Orson Callan Krennic regarding funding for the TIE Defender program and delays concerning Project Stardust. At that time, Thrawn and Savit were two of the twelve Grand Admirals serving the Empire.

During the Galactic Civil War, Mon Cala monarchy Regent Urtya served as the Grand Admiral of the Mon Cala Mercantile Fleet, which at the time was commandeered by the Galactic Empire.

Following the Battle of Endor, Rae Sloane served as Grand Admiral and commanded the remnants of the Imperial Navy. New Republic Fleet Admiral Gial Ackbar was considered a Grand Admiral by Imperial officers, although it was not an official rank utilized by the New Republic. Sloane continued to posses the rank of Grand Admiral during the time she was part of the First Order.

Description

The Imperial rank of Grand Admiral was one of the senior ranks in the entire Imperial Military, and to be given the title was seen as a great honor. A Grand Admiral was typically given command of a fleet, such as Thrawn with the Seventh Fleet and Savit with the Third Fleet.

Uniform

Unlike the traditional Imperial uniform, which generally consisted of a plain gray tunic, the Imperial Grand Admiral's uniform was white with golden epaulets. Such accessories were generally uncommon in the Imperial Military, as they seemed to put an emphasis on status above duty and humility.

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When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

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The Grand Admiral's techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech attacks). The Grand Admiral innately knows the following tech powers: At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI.

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For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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If the Grand Admiral fails a saving throw, it can choose to succeed instead.

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The Grand Admiral's ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

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The Grand Admiral's attack rolls cannot suffer from disadvantage.

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The Grand Admiral has advantage on saving throws against tech powers.

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The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.

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.

The Grand Admiral makes three melee weapon attacks or three ranged weapon attacks.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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.

The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

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The Grand Admiral can move up to its speed without provoking opportunity attacks.

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.

The Grand Admiral can cast an at-will power.

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.

The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.

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You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

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You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

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You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

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For the duration, you sense the presence of any enhancements within 30 feet of you. If you sense an enhancement in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears an enhancement.

\n

The power is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xMy4RLHPoRmZGjz"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectEnhancement.webp","effects":[]},{"_id":"y9BOfqpx4hRyklZl","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"UUol7WqN4kwL1NIi","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"VSTXMMwh0XtXe1Pi","name":"Detect Traps","type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i60B1Lyu97U0VNCI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp","effects":[]},{"_id":"udrGpmjsH0fwkcEc","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"GXNTcVm8r0Tj3lR7","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1060000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"o90SJ6uyYHERTnxq","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"PB0cAQOheMTJ3fD4","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"0atAU9gIXYm1sRf4","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"ItGgraIFfxqRdeQq","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"wKNap3gKI9D1wYdW","name":"Greater Analyze","type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xeBPmKsGTsXqEszc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp","effects":[]},{"_id":"6mf6PCFy6cjSDOZV","name":"Contingency","type":"power","data":{"description":{"value":"

Choose a tech power of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power, called the contingent power, as part of casting contingency, expending tech points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if your tech focus is ever not on your person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.8iAgtDKUbONDnAjN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Contingency.webp","effects":[]},{"_id":"NVQuJZW88qyslBtN","name":"Find the Path","type":"power","data":{"description":{"value":"

This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.

\n

For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.FsF2hPZPp4Vuo1BD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Findthe%20Path.webp","effects":[]},{"_id":"olw7EQcAbcmDNypO","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P1V3IyTuobCwDV4u"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp","effects":[]},{"_id":"FUFpH52B4yusDeHX","name":"Predictive AI","type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.0L0UcVhV3azFXFTm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp","effects":[]},{"_id":"lsSdWOyF7d6jLN2o","name":"Stun Dart","type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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\"Remember what you were saying about 'worse than destroyers?' I think we're looking at them.\"

Anakin Skywalker, to Obi-Wan Kenobi and referring to MagnaGuards

ManufacturerHolowan Mechanicals
Class
  • Bodyguard droid
  • Battle droid
Height1,95 meters
Mass123 kg
GenderMasculine programming
Sensor colorRed

The IG-100 MagnaGuard, also known as the Self-Motivating Heuristically Programmed Combat Droid, was an advanced type of battle droid that was used during the Clone Wars as bodyguards of General Grievous, as per Count Dooku's order, as well as being specialized infantry on the battlefield. After the InterGalactic Banking Clan secured Grievous's services as an enforcer, they refused to hire his Kaleesh, and thus the cyborg general demanded a cadre of \"more intelligent battle droids\" to serve him. The construction of the MagnaGuards was then commissioned for Grievous's service, though the Jedi-killing droids were also occasionally employed to escort Count Dooku himself.

Appearance and characteristics

\"I saw an Intel report on this. I think they are Grievous's personal bodyguard droids. Prototypes built to his specifications. To fight Jedi.\"

- Anakin Skywalker, to Obi-Wan Kenobi

Constructed by Holowan Mechanicals, MagnaGuards were roughly two meters tall, with a humanoid body shape, but possessed a far-superior mechanical anatomy. This allowed for superhuman acrobatics, speed, and combat ability. Their internal systems were furnished with advanced combat learning programs, which, compared to most of the droids utilized by the Confederacy of Independent Systems, allowed the MagnaGuards to adapt to a highly diverse variety of tasks. These tasks ranged from melee and ranged combat to starfighter control. The faces of the MagnaGuards featured two red photoreceptor \"eyes,\" which were complemented by a backup system mounted on the chest. The droid's weapon of choice was the lightsaber-resistant electrostaff, and wore cloaks and head wraps similar to the garments of Grievous's old Izvoshra elite during the general's time as a Kaleesh warlord. They were known to sport Mumuu markings on their cloaks matching those on Grievous' mask. Several models of the IG-100 existed, superficially denoted by color—black, alabaster, blue, and the rare gray were all spotted throughout the war. Each model had a specific programming, training, and thus specialty. These droids were part of the same Holowan Mechanicals series as the later IG-88 line. MagnaGuards were also capable of speech and were programmed to taunt their opponents in a low growling Basic. Aside from Human speech, they appeared to occasionally use an audible form of droid language. When in distress, such as when pinned to the ground, they also make yelping sounds.

Hardiness

MagnaGuards were fully optimized to battle and kill Jedi. This was due to not only their impeccable melee functionality but also their capability to withstand a massive loss of structural integrity before total system failure, as well as their inability to feel pain. Even after decapitation, or bisection, they could continue to effectively engage a target. The only sure way to destroy a MagnaGuard would be to stab them in the chest. In addition, they were partly plated with strong duranium armor making it very hard for even a Jedi to destroy the droid.

Training

\"The age of the Jedi is over.\"

- An unknown MagnaGuard

General Grievous was given the bodyguards even though he was very impatient with droids due to their many limitations such as limited artificial intelligence. Count Dooku then commissioned Holowan Mechanicals to develop a cutting-edge warrior droid that would meet Grievous's standards. Upon activation, Grievous destroyed all the MagnaGuards present, venting his frustration at being treated as a droid. Grievous then personally trained the rest of his bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. Grievous would not allow any repairs to be made to the droids, believing that their numerous scrapes and battle scars made them more intimidating to enemies. Grievous engaged his bodyguards in practice fights as part of training, often damaging them in the process.

History

\"What in the galaxy was that?\"

- RC-1262, upon first sighting an IG-100

Clone Wars

The droids were first used in combat during the Battle of Parein II 4, where one of Grievous's MagnaGuards killed the Jedi Sannen by thrusting its electrostaff through his throat. The MagnaGuards soon proved to be formidable, capable of taking on Jedi and clone troopers with ease, and were regarded as being even more daunting than droidekas by some. Despite their many strengths however, they were by no means invulnerable as Boba Fett managed to momentarily incapacitate one with an ion stunner during the Second Battle of Xagobah, though the bounty hunter was ultimately defeated and left for dead by Grievous himself. Along with their combat duties, General Grievous eventually began using MagnaGuards to do his dirty work, such as when they were used to torture Jedi Master Koth on Saleucami.

The MagnaGuards also played a role during Anakin Skywalker and Ahsoka Tano's mission to Tatooine, they were attacked in the exosphere by several MagnaGuards piloting Rogue-class starfighters. After destroying the droids and reaching the surface of the planet, Ahsoka Tano fought and destroyed three more MagnaGuards, while Anakin fought off Count Dooku.

During a mission to destroy a CIS listening post near Ruusan, Anakin Skywalker battled several MagnaGuards that were preventing R2-D2 from being rescued.

MagnaGuards were present at Grievous's castle on Vassek's third moon. Upon Grievous's return to his castle, he discovered his force of elite MagnaGuards had mysteriously been deactivated. When Count Dooku alerted him of the infiltration of his castle by Jedi Master Kit Fisto and his former apprentice, Nahdar Vebb, Grievous realized Dooku himself had deactivated his guards to see if Grievous was adept in handling the Jedi by himself, as Grievous had recently suffered a chain of defeats. During this mission, one MagnaGuard was sent to destroy the Nu-class attack shuttle with a rocket launcher, while another squad was sent to destroy Kit Fisto's Jedi starfighter. However, Fisto's astromech droid managed to personally pilot the ship to safety. Meanwhile, Nahdar Vebb, who was already in the Castle, managed to destroy Grievous's entire escort of droids, only to be killed by Grievous himself.

The bounty hunter, Cad Bane, while under contract with the CIS, was given several MagnaGuards for use in capturing keeper of the kyber memory crystal, Jedi Master Bolla Ropal. One stood sentry as Cad Bane tortured the Jedi to death, afterward using its staff to crudely check for any vital response from the dead Rodian.

The droids were often employed to capture or kill Jedi, such as during the capture of Jedi Master Eeth Koth over Saleucami. The droids aided the General in getting the upper hand on Koth, surrounding the Jedi and slowly wearing him down with electrostaff strikes. Once Koth was captured, the droids tortured the Jedi in a transmission sent to the Jedi Temple on Coruscant. However, they were unaware that the Zabrak was still cognizant, resisting their torture, and sending a coded hand signal to alert the Jedi to his location. Dooku also used MagnaGuards in subduing Skywalker during a skirmish on Naboo. Dooku and the MagnaGuards were able to capture Skywalker in order to do prisoner exchange for General Grievous. Two of these droids fought Skywalker and Kenobi atop STAPs on Utapau. The droids were also used during the Battle of Boz Pity, under Dooku. During the battle, two of them distracted Mace Windu long enough for the Count to make his escape, and one of them almost killed Asajj Ventress with a blaster under Dooku's orders.

Delta Squad was forced to fight several MagnaGuards on Kashyyyk during their rescue of the Wookiee chieftain Tarfful. The clone commandos managed to destroy the droids with great difficulty.

Near the end of the war, MagnaGuards assisted Grievous in the kidnapping of Supreme Chancellor Palpatine during the Battle of Coruscant. Shaak Ti faced off dozens of MagnaGuards with difficulty before they retreated, alerting her to the Chancellor's danger. This led to a rescue mission, in which Anakin Skywalker and Obi-Wan Kenobi fought two of the droids on the bridge of General Grievous's command ship, the Invisible Hand, before rescuing the Chancellor. Kenobi beheaded his opponent, only to find himself engaging a still-functioning headless droid. Skywalker managed to bisect the second droid as Kenobi finished the first off.

Kenobi also faced four MagnaGuards on Utapau shortly before his fight with Grievous. He incapacitated three of them immediately upon using the Force to drop a large block of metal upon them. The fourth was partly pinned under the block, and then decapitated by Kenobi.

Post-Clone Wars

Following the massacre of the Separatist Council by Darth Vader, under Darth Sidious's orders, all IG-100 MagnaGuards were deactivated. However, the Geonosian Gizor Dellso would later reactivate and use IG-100 MagnaGuards as infantry in his personal army. At least a decade later, two MagnaGuards were reactivated by the Galactic Empire for use as N-K Necrosis's bodyguards, and re-designated as NK-3s. In addition, a delivery was made for a TK-555 bobble-head, a battlefield diorama, and blueprints for the IG-100 MagnaGuards. The bureaucrat Narp Pilyev owned two MagnaGuards and used them as security guards, to protect his apartment on Coruscant. Aside from these examples, other persons of note occasionally employed them as guards and henchmen. Many IG-100s were commissioned at the end of The Clone Wars which was part of the reason that there were enough IG-100s to create a private army.

Weapons and equipment

Armaments

Grievous's bodyguards notably wielded high-quality phrik alloy electrostaffs, blunt energy weapons which emitted a visible, pink, electromagnetic pulse on each end. The lightsaber-resistant nature of phrik allowed the MagnaGuards to effectively deflect and attack a Jedi's lightsaber. This, coupled with the specialized combat mechanics of the droids, made them a dangerous enemy, even to those skilled in the Force. Despite their specialization in electrostaffs, the on-board combat systems of the MagnaGuard, coupled with human like hands allowed them to be trained to operate a vast array of available weapons in addition to much more specialized armaments. Depending on the time and necessity, MagnaGuards were known to use blaster rifles, grenades, rocket launchers, remote-controlled drones, and lethally irradiating weapons as well as regular melee weapons.

On-board utilities

Along with their weapons, the droids made use of many gadgets, such as built-in tow-cables, a personal cloaking device, and magnetized limbs. At least one MagnaGuard was known to have the ability to extend its arm many times its usual length. Another tool was a violent self destruct sequence, used if the system was still functional after severe damage. This was utilized by MagnaGuards who were encountered by clone commando squad Delta on Kashyyyk. In addition, these particular droids could fire pairs of small seeking missiles from internal magazines in their back plating.

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The droid adds 3 to its AC against one melee attack that would hit it. To do so, the droid must see the attacker and be wielding a melee weapon.

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The MagnaGuard makes two electrostaff attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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\"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger.\"

- Visas Marr to the Jedi Exile

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

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The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

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Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

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If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

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The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic

charge, saber reflect

1st-level: battle precognition, force body, hex, sap vitality

2nd-level: darkness, drain vitality, phasewalk

3rd-level: choke, dark aura, force lightning, sever force

4th-level: force immunity, shocking shield, shroud of darkness

5th-level: improved force scream, improved phasewalk,

telekinesis

6th-level: crush, force chain lightning, improved force

immunity

7th-level: force lightning cone, ruin

8th-level: death field

9th-level: kill

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The Sith can sense the presence and direction of a cast force power within 120 ft.

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The Sith has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"MGNlMWI0NDUwMWVk","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the sith fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"ZjI2MzUzZjA0YWYy","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While the sith is wearing no armor or shield, its AC includes its Consitution modifier.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"MmNiN2RjMmFlYmEw","name":"Rebuke of Annihilation","type":"feat","data":{"description":{"value":"

When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"NjUyYjJlOGRmNDE4","name":"Multiattack","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The sith makes three lightsaber attacks. It can replace one attack with a drain life attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDc2Y2I1OWMxYzg5","name":"Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"NmMxMTc1ZTY3MzQ5","name":"Drain Life","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (4d6+5) necrotic damage.

The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+5","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"Y2FjODM3YzQxZTlj","name":"The Hungering Void (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"MzRkYTgwNzNiZjc1","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Sith Devourer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"YjQ2NGNlZWJiMmJk","name":"Drain Life","type":"feat","data":{"description":{"value":"

.

The Sith Devourer uses its drain life action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"M2VkYTMyZmZmOTRh","name":"Death Incarnate (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"ZjUwYzgxNGY0NGM0","name":"Vociferation of the Void (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","effects":[]},{"_id":"sqZ11xzvb3oaL3GI","name":"Kill","type":"power","data":{"description":{"value":"

Prerequisite: Ruin

\n

You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Ruin Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Have over 100 HP left or Die!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.OYQAqS6rjVy6o5Oa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kill.webp","effects":[]},{"_id":"cczdWWWRyoF3ndbJ","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"hgZDMHhMcyTocfaZ","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"W8Fc7XWaWA1FgzoU","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"opfriK1bBte7PJ6U","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"TtcJgb3AgffMgpdk","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"29AV9AXEEn1xLAgc","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"zZQTSc8AerNRlkdk","name":"Improved Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sXl6Pkz2dGsDUuOc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]},{"_id":"1sEVkUcd1BeOnpFJ","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RQvmMld3dHIDphrc","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ivs1jD6AwEdCEVjT","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"xb0AMXLD4aPvW5BG","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"DZ3q36bVjuJa90vr","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"M10CBcuoJflcJuls","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"h7kURvtRL6pO6LqI","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"EUHGjEKnQ0ms0GmB","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"QJm7Nm1vtFbCZqTS","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"dnBEJgppYeZ7IAxk","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"N7JE1T85D9hdP212","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"vp4YoPsm3fLH2bf0","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"vopjLXXKG8fiEpFv","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"Nf9JLKk2SSASrTgY","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"zy7GZug0obfYpG4b","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"vxvniLPS9CxxHrSe","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"G56TtcCWofXWH978","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"zMxOSkDBXYTscC2h","name":"Necrotic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can choose to deal up to 1d8 of necrotic damage, which you suffer as well. This damage can’t be reduced or negated in any way.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and you can increase the secondary damage to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.u68xKTsuW71YT0NG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Necrotic%20Charge.webp","effects":[]},{"_id":"sGQYwCqnOEkRVcrl","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"pkF6rFmgvbfUILGq","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"0e0Gy2kyCkujasMA","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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Manufacturer

Rothana Heavy Engineering

ClassGround assault vehicle
Cost45.000 credits
Length7,30 meters
Height/Depth1,82 meters

The TX-225 GAVw \"Occupier\" combat assault tank, also known as the TX-225A Occupier tank, or simply the Imperial combat assault tank, was a track-propelled ground assault vehicle used by the Galactic Empire, and operated by a commander and two pilots. The tank had great maneuverability in tight quarters, such as the streets of occupied cities. Its laser cannons could devastate enemy troops, and the powerful engines could transport heavy payloads.

History

In 0 BBY, Imperial combat assault tanks were deployed to the Holy City of Jedha during the Empire's occupation of the desert moon to transport kyber crystals. Several of Saw Gerrera's Partisans destroyed one combat assault tank and stole all of the kyber crystals that were being held on the cargo bed.

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The tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The tank makes two laser cannon attacks

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 15 (2d10+4) energy damage

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The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

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Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

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Mole serpents were burrowing predators native to the Kathol sector. They dwelt almost entirely underground and ranged from 10-28 meters long. One such creature escaped into the deserts of Tatooine. The creatures are the natural predators of the Tirginni beasts.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The gizka can't use its blindsight while deafened.

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The gizka's long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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DesignationNon-sentient
Average height1,75 meters
Average lifespan90 standard years
Homeworld

Tatooine

HabitatDesert

Eopies were quadruped herbivores native to the planet Tatooine. These tough creatures were acclimated to their homeworld's endless deserts, and as a result were domesticated by the planet's inhabitants. They often worked as transports or beast of burden, though they were often bad-tempered and stubborn, and could break wind if their load was too heavy. Eopies were observed to exhibit flatulence. As such, when riding a caravan of eopies, it was recommended to always ride on the foremost animal.

Eopies were also found on the planet Saleucami, and the desert moon Zardossa Stix, as well as in the forests and jungles near the Black Spire Ruins of Batuu.

On some planets, eopie was served as a delicacy. Power Sliders, a small diner located in a small settlement on the remote world of Abafar, had eopie stew on its menu.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Average height5-19 meters
Average mass1.650 kilograms (5 meter specimen)
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (2d12+6) kinetic damage.

If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +10, Range 60/240 ft., One target. Hit : 25 (3d12+6) kinetic damage

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The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points.

The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst,

electroshock

1st-level: smoke cloud, homing rockets, overload

2nd-level: magnetic field, acid dart, scorching ray

3rd-level: explosion, tactical advantage, kolto cloud

4th-level: cryogenic storm

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"NjYyMmFkNTgzMWEy","name":"Light Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"MDI0NGM4OGFkN2Nh","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"ODFiZDUzOWU0ZjUz","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"NmEyNTIyNWUwMWI4","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","effects":[]},{"_id":"wwo23M3qEilqofij","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"dMrX6DMR4POxukXD","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"YBYuSwjiVWkZRtQm","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"4bo5AYuqxafQoXEn","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"H8qEd1CYjQabSeSp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":600000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"pqnCtvPtNiF1EKWy","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":700000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"yFmeS1xiAR5Pdzkq","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":800000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"K0bS7OVwxbewGriC","name":"Magnetic Field","type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":900000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cOazeFQn9Atja7Wd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp","effects":[]},{"_id":"X6im6M4447T7Vw4L","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1000000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"vn9AuRzxN5VIsAsb","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1100000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rs9CicKafsOq5FCa"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp","effects":[]},{"_id":"y8Sd77ZXdbHU4FXX","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1200000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"9X2CfPtJ6WZ2mTiO","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1300000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"W7xRTIfGP2jcDkSV","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1400000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"o7lXc9MNtClKE8xi","name":"Cryogenic Storm","type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1500000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Nxt6KaBjs9rMal12"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp","effects":[]}],"effects":[]} +{"_id":"cX1DcIA4ap34BOXH","name":"Imperial Knight Squire","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"powered battle armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":15,"min":0,"max":15,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 17"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":5,"powerForceLevel":3,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","token":{"flags":{},"name":"Imperial Knight Squire","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"cX1DcIA4ap34BOXH","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"MTQ3MDk3NjdiMzQ2","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points).

It knows the following Force

Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force jump, force throw, phase strike

2nd level: animate weapon, phase walk, rescue

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"NmU4Yjc2OTJhMTJm","name":"Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"OTVjODMyNGM3NGM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"NGJhMTI1YjhkNWQy","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"YjAzNjA1MWE5MWNm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight Squire makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MWNiNDk1YTU5M2E5","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","effects":[]},{"_id":"GxbvUnK8OWrYFYJn","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"ewoGLWQT5EM8yLam","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LCizpTFOKXaC5QGD","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"nQXB4AlnZ1mLeJm0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H99aICVtHAtJ1wHR","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WzUBRqkI4XQcIniP","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TeanQ0nTXPz0GSO8","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2xYjfkjhzqjI5WIr","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"mfzvzOxdOm2mNEBD","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"cZTiNvVy2YaWpZz4","name":"Imperial Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"guardian","force":{"known":{"value":0,"max":0},"points":{"value":30,"min":0,"max":30,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":8,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","token":{"flags":{},"name":"Imperial Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"cZTiNvVy2YaWpZz4","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YWI4ZGZlMWEyOTU4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"NThkYThmM2YzNWFi","name":"Advanced Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"NDNkNDQyMmVhMDhj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"MjFkNTNkNDVmNzBi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"MTIxYjc1ZjhkMjVm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"Y2U4M2ZjNTMwYzA0","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","effects":[]},{"_id":"tj8BphXzb8WkVQNs","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"UeYjEXOBjBDh9LuB","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"spriXUolQTeROf6r","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"lYJCqgYdyflwbAwm","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"VUD2ZHjgryZjXWfu","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"t2F8iwwC6qkoRZnb","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6g8aFG2e20rAuMmT","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UjrvwYZcazYTM6JA","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"s0ER99ikBwKGlA4k","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8fUYQdrJw28wglwM","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LHTg4zM0Kc6cXoL4","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"PrhtsA5atVBPlCNu","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"3bcRaOA7cvDZgTn1","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zn5L5sR6ZDeSFVkG","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hjNXRrQNGN2Mbq5o","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"cbdGxradUzv8Vuhd","name":"Gundark, Alpha","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":1,"min":3,"mod":-4,"save":0,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":157,"min":0,"max":157,"temp":0,"tempmax":0,"formula":"15d10+75"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":157,"min":0,"max":157},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":120}},"details":{"biography":{"value":"

\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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The gundark deals double damage to objects and structures.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The gundark makes two attacks with its claws. It then makes one bite attack or one pummel attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

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The monster makes one claw attack against a creature it is grappling. The the attack hits, the monster takes the claw's damage.

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Semi-sentient

Tree

Ithor

Carnivorous

The Vesuvague tree, also known as the Vesuvague Hanging Tree, was a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It was one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, was able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it used its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature was dead, the tree would bury its vines and roots inside of its prey, and slowly feed off of its bodily fluids.

The tree could be trained to respond to simple commands, much like a pet, and could understand words by using its leaves to sense the vibrations and patterns of spoken languages.

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

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The vesuvague tree may make two constrict attacks per turn.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

If the target is a Large or smaller creature is Grappled (escape DC 16).

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith

Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge,

mind trick

1st level: battle precognition, phase strike, hex, force mask,

wound

2nd level: dark shear, force camouflage, darkness, phase

walk

3rd level: dark aura, knight speed, sever force, choke

4th level: shroud of darkness, improved force camouflage

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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The Sith Assassin makes two saberwhip attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 7 (1d4+5) energy damage plus 4 (1d8) energy damage

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.

Sith Mastermind casts on of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/409_-_Sith_Assassin/avatar.webp","effects":[]},{"_id":"ZmYzYzlhZTc3MDI0","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/409_-_Sith_Assassin/avatar.webp","effects":[]},{"_id":"MjU3MDBkNGU0N2Rk","name":"Frightening Gaze (Cost 2 Actions)","type":"feat","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/409_-_Sith_Assassin/avatar.webp","effects":[]},{"_id":"ODJmMmI0NzNkNTU0","name":"Disrupt Life (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/409_-_Sith_Assassin/avatar.webp","effects":[]},{"_id":"AFzttObecMuOkpvw","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hpcRY4MJ0oLN1Yju","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"8rsapLVbHY48qhY1","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"IjqeNAcVTirWsWNj","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9wcjWJYpplhKUkIG","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"eSrTZFTuRdE26vWo","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"QjlXd1Td2dR7jemM","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7sNDSoAEd65ffCoZ","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"I41nFR9SfqjlPoSf","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2xbGZaIpqyAdI7Kn","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"SkFxFGk6mPNKlpyO","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tqs9trZxNDgVsSsF","name":"Force Mask","type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

\n

This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Vsnr0aVZQIcRD0Ed"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1YYOeoEzBkesgOvo","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"Cw1uKqhAixoaIcpI","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tXSNq4mpcTc0X30n","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"h6e5zYWJm6dDAatF","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"VS5Ku5h2AcK4m2mj","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"0rhZfyvsQWwpGeWV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"krmQMg13rkhEqIU8","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"QD9PXEJW3i097DxM","name":"Force Reflect","type":"power","data":{"description":{"value":"

Prerequisite: Saber Reflect

\n

In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"sort":2120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Hgn1yHJsMzp5qKr5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KPY7ZWczBPxwLvpU","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]}],"effects":[]} +{"_id":"dD6Ibc23XlNAGQJF","name":"Navy Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"combat suit"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":14,"min":0,"max":0},"senses":{"special":"passive Perception 12"}},"details":{"biography":{"value":"

\"Service, Fealty, Fidelity.\"

- Imperial Navy Trooper credo

Organization type

  • Soldier
  • Trooper
Sub-group(s)
  • Death Star Troopers
  • Gate officers
Date founded19 BBY
AffiliationGalactic Empire (Imperial Navy)

Imperial Navy troopers, also known as Naval Troopers, were soldiers in the Galactic Empire who were assigned by the Imperial Navy as part of Imperial Fleet Regiments to serve as guards, military police and soldiers onboard its many Star Destroyers and other installations, such as the Death Star.

Overview

Members of the Alliance Special Forces believed that the Imperial Navy troopers were considered a joke and that such soldiers rarely ever expected to enter into combat engagements. While this was the opinion of SpecForce members, this was not entirely true as Navy troopers tended to be both well equipped and adequately trained for their tasks. In addition, they did see combat but tended to lack the edge that blooded troops got from their engagements. Vessels and installations that were located in more remote regions tended to rely more on their Navy troopers. In some cases, such as those units stationed in the Outer Rim Territories, the Navy soldiers had gained enough experience to be a credible threat to their enemies. However, in general, Imperial Navy troopers were not considered a challenge to members of the Rebel Alliance's SpecOps.

These men backed up stormtroopers and were created to provide the Imperial Navy a corps of troops separate from the Imperial Army and the Stormtrooper Corps for protection of their ships. After the initial boarding operations were conducted by Stormtroopers, Imperial Navy troopers often moved in to conduct mop up actions. However, Crix Madine, a former Imperial soldier-turned Rebel General, indicated that the naval troopers are more likely to be encountered during a boarding action.

Besides serving the Galactic Empire as soldiers and security guards, they handled hangar control traffic, monitored sensor arrays, and performed various other duties. They guarded the main conference room on the Death Stars and both arrested and escorted prisoners to their cells.

The Death Star troopers were the first to wear the distinctive black protective helmet and black uniform that soon spread to the other Imperial Navy trooper units. Their primary weapon was either a DH-17 blaster pistol or an E-11 blaster rifle.

History

During the Imperial Period, low-ranking Navy troopers piloted and monitored the orbital climate control mirrors around Coruscant. This was known as \"riding the mirrors\" and was considered the loneliest as well as most tedious assignment at the Galactic Capital.

During the Galactic Civil War, Grand Moff Wilhuff Tarkin selected the most highly trained elite Navy troopers in order to form a special detachment known as the Death Star troopers. These soldiers were the best and brightest within the Empire and were stationed on the Death Star I and the Death Star II.

Some were selected to serve in the Imperial Navy Special Forces.

","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/036_-_Navy_Trooper/avatar.webp","token":{"flags":{},"name":"Navy Trooper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/036_-_Navy_Trooper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"dD6Ibc23XlNAGQJF","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MzM0NmUzOWFjYzRk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Navy Trooper makes two blaster carbine attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODllYjU5YTEzOGQ0","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can add its ability modifier to the damage of its two-weapon fighting attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MzgzZDU5ZmUzMTk0","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MTc3N2NmYTE2Y2Jj","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Healer knows the following force

powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge, burst

1st level: slow descent, battle precognition, phase strike,

force throw

2nd level: stun, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MGIwMmUwMjBiNDRk","name":"Double Bladed Strike","type":"feat","data":{"description":{"value":"

The Jedi can attack with both blades when making an opportunity attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"MGNiOGEzOTRiYzJi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi makes three doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"M2Y5MTIyNzE1MjM2","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","effects":[]},{"_id":"ze0CK4y0Ormtzb0m","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"jPLqQpH31rD7ywqa","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aeu3Yq38q9cYrYbY","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"4YieorS3kjjh9Hh7","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"7lMHVvDeOTuRV6NK","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OHqvAWHLh5M9kELL","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"m3AjeQbLys1pHijU","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yZAaVdQTKofxLusb","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pnY5QOpIZAAy1man","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"F0S4HPnVTWewy3EI","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H8AX2aBPGbBGHzTU","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xkr2yuzycD6UtYec","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rpBPdBK1roey6e2i","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"FBDCLNFDoaJWf9Sl","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EbFykgaKpyyYaDjI","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"dIezCt8o9dUTHHEg","name":"Dark Side Spirit","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":30,"units":"ft","hover":true},"prof":3,"powerdc":11,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":13,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (4d6+3) psychic damage

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The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.

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Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

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\"He's a BB unit. One of a kind. Orange and white. Utterly unique and utterly invaluable.\"

- Poe Dameron on BB-8

ManufacturerIndustrial Automaton
ClassAstromech droid
Degree2nd class droid
Height
0,67 meters
Weight18 kg
Sensor colorBlack

The BB-series astromech droid, often referred to as a BB unit, was a model of astromech droid manufactured by Industrial Automaton and active during the era of the cold war, featuring a spherical body that allowed the droid to roll in any direction, with a head usually atop the body but not meant to be permanently physically attached to it (which would inhibit the droid's ability to roll around). Like earlier astromechs, the BB unit could fit into the droid socket of a starfighter. One notable BB unit was BB-8, owned by Poe Dameron, who assisted with the recovery of a map to Luke Skywalker.

Description

\"It's a BB unit with a selenium drive and thermal hyperscan vindicator, internal self-correcting gyroscopic propulsion system, optics corrected to—\"

- Rey, to Kylo Ren, regarding BB-8

The BB-series was a model of astromech droid. Powered by a selenium drive, these droids had an internal orbiculate motor that allowed their spherical bodies to roll across a variety of terrain, keeping their domed heads fixed on top with magnetic casters. Rather than keeping the head tethered by a single contact point, wireless telemetry allowed the two sections of the droid to communicate. The internal gyroscopic propulsion system was self-correcting, and surface sensors on the spherical body allowed the droid to travel across uneven environments such as deserts, with the benefit of its shell being sealed from dust contamination. For areas that proved too difficult for the orbiculate motor to traverse, BB units were equipped with compressed liquid cable launchers that could tether and reel the droid in to hard-to-reach spots. As the droid's body faced in all directions at all times, it needed only to accelerate rather than turn. The BB's dense shell featured six swappable circular tool-bay disks that could be fitted with numerous forms of equipment, such as a magnetic-tipped bolt-spinner.

The droid's domed head was composed of a lightweight cranial frame featuring a large, round primary photoreceptor and a smaller articulated holoprojector array. The droid's sensors featured advanced calibrated synthetic optics. Transmitter and receiver antennae extended from the top of the head, and data ports were located above a band of stainless inoxium girding the bottom of the dome. The head could be dislodged from the body given significant force, but could quickly reattach itself with the magnetic casters.

BB units possessed a dedicated, goal-focused personality, and were protected by self-preservation protocols. However, it was known for some experienced droids to create strong loyalty subprograms that saw them enter into dangerous situations in order to assist their masters and owners. The droids communicated via droidspeak variants of the most common astromech language. BB units also possessed a thermal hyperscan vindicator.

History

\"That BB unit. The First Order is looking for one just like it.\"

- Bala-Tik

Manufactured by Industrial Automaton, the BB-series was an evolution of ball-shaped droids used near the end of the Galactic Civil War, such as prototype therapy droids like QT-9, who saw service assisting New Republic veterans on Hosnian Prime following the Battle of Endor. This knee-high droid rolled on a blue-and-gold body with a square head balanced on top.

The BB-series saw service during the latter years of the New Republic, and some were utilized by General Leia Organa's Resistance. This unit was considered a new-model astromech as of the time of the attack on Tuanul in 34 ABY. Like the older and larger astromech models that preceded it, the BB unit was compatible with the astromech socket of starfighters such as the T-70 X-wing starfighter, and was equipped to control on-board flight and power distribution systems. BB-8 served as the trusty companion of Resistance pilot Poe Dameron, who fostered deep respect for his droid companion and kept BB-8's systems and components up-to-date and well maintained. Although the droid's self-preservation protocols made the droid somewhat skittish and easily frightened, his experiences created a strong loyalty subprogram that caused BB-8 to follow Dameron into numerous dangerous situations.

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The droid has disadvantage on saving throws against effects that deal ion or lightning damage.

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Tech Casting. The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: jet of flame, mending, minor hologram, on/off 1st Level: decryption program, expeditious retreat, hologram, repair droid, target lock 2nd Level: translocate, motivator boost

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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\"One shot, one kill.\"

―Anonymous clone sniper

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone snipers, also known as clone sharpshooters, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett[6] who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

Their main mission designation was to eliminate Separatist battle droid infantry from a distance to provide cover fire for other infantry units, while also using their recon droids to carry out short-range reconnaissance. Phase I clone snipers were recognizable by maroon armor markings. The sharpshooters fought on a number of battlefronts throughout the Clone Wars, and the 501st Legion had their own snipers, as did Green Company. After the establishment of the Galactic Empire in 19 BBY, the Grand Army of the Republic was dissolved and its assets folded into the new Imperial Military.

Equipment

Clone sharpshooters were equipped with specialized DC-15x sniper rifles (or for late Phase II clones, a different unidentified sniper rifle), DC-15Ss, R-1 recon droids or autoturrets, and V-1 thermal detonators. Their armor was lightweight and suited the sharpshooter perfectly in heavy combat.

For general information about troopers, see Trooper

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\"These are automated agents of evil!\"

- Plo Koon rallying clone troopers on Geonosis

ManufacturerTechno Union
ClassDroid tank
Cost49.000 credits
Length10,96 meters
Height/depth6,2 meters (7,5 meters with control receiver)
Mass14.400 kg

The NR-N99 Persuader-class droid enforcer, colloquially known as the Corporate Alliance tank droid, CAD and the snail tank, was a tank droid constructed by the Corporate Alliance at first to silence its opposers and later to combat the Grand Army of the Republic.

Description

The tank droid was a six-meter tall automaton with a huge, central drive motor for locomotion supported by four small outrigger wheels. It could also roll on its single traction drive tread. The tank droid was also equipped with a pair of large outrigger arms connected to either side of the drive motor which could be armed with almost any weapon. The Persuader-class's front featured several sensors above its twin photoreceptor eyes. Because of its forward drive motor, the tank droid was not an especially maneuverable vehicle and was very easy to engage when being flanked. To compensate for this, the tanks deployed in tightly packed waves, forming a wall of armor. At a speed of 60 kilometers per hour, the tank had no trouble ramming through walls and mowing down obstacles in its way. Civilians particularly feared the NR-N99 because unlike the IG-227 Hailfire-class droid tank and OG-9 homing spider droid, which would generally avoid civilian targets, the tank droid would simply crush everything in its path with merciless precision.

History

Before the Clone Wars, the tank droid was deployed by the Corporate Alliance against Outer Rim worlds that opposed its development plans or protested against its unfair business practices. It was one of the contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems.

During the Clone Wars, the droid enforcers were equipped with conventional ion cannons and heavy repeating blaster cannons. For special missions, these could be replaced by concussion missile launchers, homing missiles, dumbfire torpedoes, and thermal grenade launchers.

The tank droids were used to accompany larger vehicles such as the Hailfire-class droid tank or OG-9 homing spider droid. In most battles, a pair of NR-N99s would work together to protect a homing spider droid, though three droid tanks were required to adequately defend a Hailfire-class droid tank. The droid enforcer, with its huge central wheel, could also crush to death any unfortunate enemy soldier that got into its path. The Corporate Alliance installed voice modulators into the Persuader-class late in the Clone Wars. A few variants were lucky enough to have passenger space replaced with defensive laser cannon turrets to help destroy enemies if it should be flanked.

The Corporate Alliance tank droids participated in the First Battle of Geonosis, and many other battles during the Clone Wars, such as the Battle of Thule in the Dark Reaper Crisis, although they were lesser used than other Separatist armor. NR-N99s also participated in the Battle of Malastare, but, like every other droid alongside them, were neutralized by the Republic's Electro-proton bomb. Many were deployed at the Battle of Kashyyyk, where, in the role of spearheading an armored assault, they formed the bulk of the Separatist mechanized forces. Towards the end of the Clone Wars, the NR-N99's saw action at the battle at Cato Neimoidia.

The tanks were deployed during a Trandoshan/Confederacy of Independent Systems attack on Kashyyyk and participated in the Rebellion on Felucia.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, all NR-N99 droid enforcers were de-activated.

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The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the droid takes no damage from that attack. If the droid takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

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Ranged Weapon Attack +6, Range 150/300 ft., One target. Hit : 27 (4d10+5) ion damage

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The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12 + 5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

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\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","effects":[]},{"_id":"NzAwYmU0OThmOThi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","effects":[]},{"_id":"OGM4NWMyYWI1YWM5","name":"Flailing Arms","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","effects":[]},{"_id":"MjAyYWQxZmRjYWRm","name":"Consume","type":"feat","data":{"description":{"value":"

.

The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","effects":[]},{"_id":"ZjMwNTM0NTgxNWMx","name":"Grasping Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

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\"Hoop-wheeled tanks roared past the droids, stirring up clouds of red dust.\"

- Bultar Swan

ManufacturerHaor Chall Engineering
ClassWheeled droid tank
Cost60.000 credits
Length8,5 meters
Height8,5 meters
Sensor colorRed
Plating colorBrown and silver

The IG-227 Hailfire-class droid tank, also known simply as the hailfire droid, wheel droid, or simply Hailfires, was a model of droid tank manufactured by Haor Chall Engineering that was used by the InterGalactic Banking Clan and Confederacy of Independent Systems during the Clone Wars as well as the Alliance to Restore the Republic during the Galactic Civil War.

Description

\"Twin laser blasters mounted under the IG-227's chin gave it a fighting chance to get back to its base and reload for another barrage.\"

- The B1 battle droid R0-GR

Able to roll rapidly into action, the IG-227 Hailfire-class droid tank was an armored missile platform easily identified by its treaded, hoop-like drive wheels 8.5 meters in diameter capable of moving it at intimidating speeds that was best used to destroy enemy vehicles. Also known as wheel droids due to their maneuverability and speedy drive systems, their light armor plating, brown and silver in color, made them fast at the cost of making them vulnerable to infantry attacks. Their red photoreceptor \"eye\" could lock on to both land and air targets at impressive distances, greatly improving the range of their missiles.

Hailfire droids were equipped with two racks of missile launcher pods on either side of their heads, each carrying 15 guided missile warheads that left behind a trail of black exhaust when fired. These projectiles were effective against stationary or slow-moving targets on terrain where blaster weapons were unusable due to a lack of clear lines of sight, with a single warhead being capable of destroying an Low Altitude Assault Transport/infantry or an All Terrain Tactical Enforcer. The missiles were most effective at ranges less than a kilometer and followed deliberately swerving, evasive trajectories, and when they were depleted, a hailfire droid was forced to rely upon its twin chin-mounted blasters.

History

Manufactured by Haor Chall Engineering, the hailfire droid was originally commissioned for construction by the InterGalactic Banking Clan prior to the Clone Wars for the intended purpose of debt collection in the IG-series battle droid army. During the Separatist Crisis, the Muunilinst Banking Clan donated its hailfire droids to the Confederacy of Independent Systems, which fought as part of the Separatist Droid Army during the First Battle of Geonosis, the opening battle of the Clone Wars in the year 22 BBY. 4,100 units were deployed by Techno Union Hardcell-class interstellar transports, and continued to see use as one of the most common CIS vehicles until at least nine months into the conflict.

During the war, hailfire droids were given blue coloring, the color commonly used on Separatist equipment, and hailfires were used in a battle on Murkhana. However, despite its powerful prescience on the battlefield, the hailfire droid's use was short-lived because it carried a limited amount of missiles, and it was soon replaced by the NR-N99 Persuader-class droid enforcer. Despite this, General Grievous' flagship, the Invisible Hand, had hailfire droids were among four hundred and forty other vehicles stowed during the Battle of Coruscant in 19 BBY. A major corridor on the ship was wide enough for a hailfire droid. During the Galactic Civil War fought decades later, hailfire droids were adapted by Alliance to Restore the Republic to feature weaponry capable of destroying turrets as well as vehicles. The Rebellion also retrofitted some for increased effectiveness in sub-zero temperatures.

The Z-Gomot Ternbuell Guppat Corporation's TSMEU-6 personal wheel bike was an offshoot of the hailfire droid.

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The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid tank makes two medium laser cannon attacks.

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The droid tank moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid tank enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid tank's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid tank remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid tank. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 20 (3d10+4) energy damage

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The droid tank launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.

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\"Can we shoot it?\"

\"Yes. But it is notoriously difficult to get off a lethal shot before a ghest bites you in half.\"

―Luke Skywalker and Taneetch Soonta — Quote-audio Listen (file info)

Skin colorGreen
Eye colorPale
Distinctions
  • Serpentine body
  • Pale, round eyes
  • Sharp teeth
Homeworld
Rodia
HabitatJungle Swamps
Diet
  • Birds
  • Herbivores

Ghests were a predatory serpentine species native to the jungle swamps of the planet Rodia. With long, green bodies; claws; and sharp teeth, they preferred to ambush prey on swamp shorelines by pouncing on them from the water, rarely if ever hunting on land. Ghests were occasionally hunted by teams of the sentient Rodian species native to their homeworld, although the hunting parties usually sustained casualties, and the practice had become less common by the time of the Galactic Civil War. The Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered and killed a ghest on Rodia while trying to visit the mausoleum of the Jedi Knight Huulik.

Biology and appearance

\"They're large creatures that like to move quietly in the water before erupting to pluck food off the shorelines, especially herbivores and birds, and we just flew down from the sky to land at the shore—\"

―Taneetch Soonta describes ghests, before being cut off as one attacks

Ghests were a large species of predator native to the planet Rodia. They were capable of movement on land and in water, though their speed was far greater in the latter. Ghests possessed a long serpentine body covered in green scales and had powerful arms ending in clawed hands with four digits. Their heads included a mouth full of sharp teeth and two pale, round eyes. Ghests were strong enough to toss speeder bikes short distances with their arms. They were capable of roaring and hissing.

Behavior

\"It's technically possible but highly doubtful. Ghests are much slower on land and perceive that as a weakness. They prefer the quick strike.\"

―Taneetch Soonta expresses her doubt about being attacked by a ghest on land

Ghests' prey usually consisted of birds and herbivores. The creatures lived in the jungle swamps of their homeworld, Rodia. When hunting, ghests preferred to ambush their prey by moving quietly through the murky swamp water before striking at creatures on the shore. They rarely hunted on land, as they were far slower out of water and perceived such slowness as a weakness, preferring to strike quickly. Ghests were intelligent enough to learn from their mistakes, knowing not to attack targets that they had already found inedible. When frustrated, ghests would roar. They were capable of hibernating for extended periods of time.

History

A dangerous prey

\"They are not hunted so often as they used to be, but when they are, they are hunted in teams, and those teams often return with a dead ghest and at least one dead Rodian.\"

―Taneetch Soonta

The sentient Rodian species of Rodia hunted ghests in teams, although by the time of the Galactic Civil War between the Galactic Empire and the Alliance to Restore the Republic, ghest hunts had become less frequent. Hunters faced notorious difficulty in getting a kill shot on a ghest before the creature bit them in half, resulting in many ghest-hunting parties sustaining at least one casualty. At least one ghest ended up as a specimen in the Shadow Stacks collection of the Graf Archive on the moon Orchis 2. One student hoping to become an archivist examined the ghest under the belief that it was mummified but realized he was in danger when it turned out to have simply been hibernating.

Hunting at Huulik's mausoleum

\"Your odds of ensuring the ghest has to eat a lightsaber before it eats you are pretty good.\"

―Taneetch Soonta encourages Luke Skywalker to slay a ghest

Shortly after the Battle of Yavin, the Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered a ghest in the jungles of Rodia while trying to visit the mausoleum of Soonta's uncle Huulik, who had served as a Jedi Knight during the Clone Wars. The pair landed on a swamp shoreline near the mausoleum on a pair of speeder bikes, one of which the ghest pounced upon after the travelers had dismounted. The beast lifted the vehicle and bit down upon its steering vanes before realizing it could not eat the bike, which caused it to roar in anger and hurl the speeder into a nearby rock shelf. With the bike destroyed, the ghest stared and hissed at Skywalker and Soonta before retreating to the water.

The two then made their way to the mausoleum, where Soonta recovered Huulik's lightsaber from her uncle's sarcophagus and gifted it to Skywalker, who had revealed he wished to become a Jedi Knight. Upon Soonta's encouragement, Skywalker returned as bait to the water's edge with both his own and Huulik's lightsaber drawn. After a moment of waiting, Skywalker questioned if the beast had simply left, but the ghest pounced immediately after from the Jedi's left. Skywalker swung one of his sabers at the predator and decapitated it, but not before its teeth had sunk into his shoulder. After the separated head was removed from Skywalker's shoulder, Soonta captured images of its corpse and the destroyed bike before the pair left the jungle so that Skywalker could get to an infirmary.

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In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.

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The ghest can hold its breath for 30 minutes.

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The ghest can make two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d10+5) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"Ah, these pit droids. You gotta tell 'em what to do every minute!\"

- Watto

ManufacturerServ-O-Droid
ClassMaintenance droid
Degree2nd degree droid
Width1,19 meters
Mass35 kg
GenderMasculine programming
Sensor colorBlack

A DUM-series pit droid, or simply called a pit droid, was a droid manufactured by Serv-O-Droid, Inc. and constructed in large quantities on Cyrillia by the native Cyrillians for use in labor, repair and light construction. They were also associated with repairing podracers at podracing events.

Characteristics

Pit droids stood at a relatively diminutive 1.19 meters tall and came in many different colors. Their most remarkable feature was their immense strength, able to carry objects many times their own size or weight. This enabled them to repair automata such as Podracers at a remarkable pace. Their skeletal design and long, thin limbs were dwarfed by their broad-flared, dome-shaped heads. In the center of their head was a large, round photoreceptor equipped with multi-spectrum scanners. The photoreceptor could detect microscopic damage in metals and other solids.

The DUM-series worked best in large groups, and had built-in comm systems that allowed them to communicate with those in their unit. The antenna on their disk shaped heads served to transmit directions to other droids, allowing a group of droids to collaborate on a project more efficiently and thereby expediting its completion. Their immense strength would make a malfunctioning (or unattended) unit extremely hazardous, possibly resulting in significant damage. The most hazardous of these was a damaged ON/OFF button, the risk of which caused many owners to keep ion blaster on hand as a precautionary measure. If a unit was past the brink of repair they would need to be disposed of, almost always resulting in the disintegration of the unfortunate droid.

Pit droids could compress themselves into a compact, box-shaped package. A tap on their photorecepter would signal them to return to their upright position, and vice-versa. There were also launchers specifically made to automatically decompress and release individual pit droids, one at a time.

History

Mass-produced by Serv-O-Droid, Inc. in factories on Cyrillia, the DUM-series droids were commonly used in garages across the galaxy during the days of the Galactic Republic. In production for several decades, the DUM-series garnered criticism in the press due to their reputation as poorly programmed. Clumsy and hapless, the droids were cheaply made and often were recycled rather than repaired. Despite the criticism, the DUM-series droids were capable within their narrow range of abilities.

While being much maligned in the press, the droids were popular in the Outer Rim, even during the Galactic Civil War. They had seen much use on Tatooine in Watto's Shop and at the Boonta Eve Classic working on podracers, though a handful were also purchased by Aneesa Dym to make repairs to her ship, the Dusty Duck. When Jar Jar Binks visited Watto's Shop in 32 BBY, he accidentally activated a dormant pit droid, although he quickly turned it off when Anakin Skywalker informed him to hit it in the nose.

During the Boonta Eve Classic of 32 BBY while the racer Ody Mandrell had his pod in a pit-stop, a single DUM-series pit droid was sucked into the engine and thrown out the opposite end of the engine. The droid \"survived,\" (even letting out a cheer of excitement) but Ody's engine did not, costing him the race. Pit droids would also be used to scavenge any reusable rubble from podracers that had blown apart. This action could be quite hazardous, as the droids were likely to be destroyed by functional podracers that were still running the course; the low cost of an individual unit made the loss of a single droid worth the risk.

In 22 BBY, the first year of the Clone Wars, several pit droids assisted Corporate Alliance Magistrate Passel Argente on unloading much of the Magistrate's treasure in Lessu, the capital city of Ryloth. Another pit droid, WAC-47, was assigned to D-Squad, after serving Commander Neyo of the 91st Mobile Reconnaissance Corps, which was formed to steal a Separatist encryption module during a mission.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid comes with proficiency in three tools, chosen when it is crafted.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the droid is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

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The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

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The first time the droid would drop to zero hit points, the droid can instead remain at one hit point and temporarily deactivate and fold up into a tougher, immobile form. While turtled, the droid has an AC of 14, and is considered paralyzed. The creature interfaced with this droid can use a bonus action to restore this droid to it's unturtled condition.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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As an action, the droid can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

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When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three attacks with its sword or slugthrower.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.

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\"They're the most heavily armored ground vehicles in the Imperial Army.\"

\"...so what you're saying is that you have a thorough knowledge of just how screwed we are.\"

- Thane Kyrell and Yendor, just before the Battle of Hoth

Manufacturer
  • Kuat Drive Yards
  • Kuat-Entralla Drive Yards
  • Imperial Department of Military Research
  • Imperial Robotics Construction Facility Ice Station beta 
ClassCombat walker
Length20 meters
Height22,5 meters
Cargo capacity1 ton

The All Terrain Armored Transport (AT-AT) was a four-legged combat walker used by the ground forces of the Galactic Empire, and the First Order. With the Imperial-class Star Destroyer, stormtroopers and the TIE fighter, it was one of the most famous symbols of the Empire's military might.

Models

Early model

This model was used against the early rebellion.

Later model

This model was used during the Galactic Civil War.

Elite AT-AT

This was a more heavily armored variant with a darker color scheme.

First Order AT-AT

This was an updated version of the AT-AT used by the First Order.

History

Age of the Empire

\"I heard of these. Imperial armored transports. Giant four-legged things that were used to keep the peace on conquered worlds.\"

- Scoggan, to Davjan Igo upon entering the ruins of an AT-AT

The AT-AT walker was developed during the Clone Wars and used in the Imperial Army, the ground forces of the Galactic Empire. It was the successor of the All Terrain Tactical Enforcer that also saw use during the Clone Wars, although it constituted a far more imposing example of walker technology. Heavily armored and awe-inducing, the AT-AT positioned itself as the standard of Imperial firepower on the battlefield.

In 14 BBY, the Jedi Padawan Cal Kestis hijacked one AT-AT on the planet Kashyyyk.

In 4 BBY, the Imperial Security Bureau Agent Kallus led three early AT-AT walkers on an assault on the desert planet of Seelos against the Spectres and three retired clone officers aboard an AT-TE.

AT-ATs were used again in 3 BBY against the Spectres, when Princess Leia Organa arrived on the planet to give the Ghost's crew three Sphyrna-class corvettes. Two walkers were deployed to patrol the transports' landing platform, which were formally on Lothal to offer supplies to citizens impacted by the rebel efforts. When the rebels tried to steal the corvettes, the Ghost started firing on the AT-ATs. Four proton torpedos were not powerful enough to destroy one of the walkers, and it was necessary for Kanan Jarrus to use his lightsaber to cut its legs, toppling it. The second one was knocked down by the engines of the last Hammerhead, piloted by Ryder Azadi.

In 2 BBY, Lieutenant Yogar Lyste deployed two AT-AT walkers, Walker 271 and Walker 414, to combat an attack on the east gate of the Imperial Armory Complex by members of the Lothal resistance led by Ryzder Azadi. The rebels Kanan, Ezra Bridger, and Chopper escaped in the stolen AT-DP Walker 216. However, Grand Admiral Thrawn realized that the rebels had hijacked the AT-DP walker and ordered his AT-ATs to crush them. One of the AT-AT walkers proceeded to crush the AT-DP under its heavy body but the rebels managed to use their lightsabers to cut their way aboard. Morad Sumar also fired a rocket which hit one of the walker's legs. After knocking out the AT-AT pilots, the two climbed out and escaped with Ryder's cell into the wilderness.

Thrawn then deployed four of these during the battle on Atollon. Jedi survivor Kanan Jarrus then destroyed one with his lightsaber. The Bendu then destroyed two of the AT-AT walkers. However, the last one shot Bendu down from the sky.

Galactic Civil War

\"That armor's too strong for blasters. Rogue group, use your harpoons and tow cables. Go for the legs; it might be our only chance of stopping them.\"

- Luke Skywalker, during the Battle of Hoth

Around the time of the Battle of Yavin, a new AT-AT model was introduced. At this time, the Alliance to Restore the Republic stole a number of AT-ATs and provided them to Saponza's Gang.

During the Rebel assault on the Imperial weapons factory moon of Cymoon 1, a group of Rebels led by Han Solo and Leia Organa stole an AT-AT from Weapons Factory Alpha. They used the walker to escape from the factory after they sabotaged its main power core to explode. During their escape, Solo fired a shot that nearly killed the Sith Lord Darth Vader, using the AT-AT's powerful quad laser cannons. Soon after, Vader managed to overtake the Rebels in their escape and cut down the massive walker's back left leg. The AT-AT fell tremendously and its passengers barely escaped the wreckage before fleeing Cymoon 1 entirely for the safety of the Alliance Fleet.

Battle of Hoth

During the Battle of Hoth, General Maximillian Veers led a squadron of at least five AT-ATs on the icy fields of Hoth to knock out the shield generator that protected Echo Base, the Rebel headquarters. The triumph of Veers' squadron allowed the Imperials to invade Echo Base and rout the Rebels, striking a major blow in the war. However, the battle also revealed that the AT-ATs could be toppled by a cable wrapped around their legs. Although that weakness had been used effectively by the Alliance on Hoth, the Empire continued to use these mechanical behemoths in the later stages of the war, and at least 1 was present on Endor prior to the Battle of Endor.

Shortly after the battle of Endor, the rogue agents of Inferno Squad Iden Versio and Del Meeko used an AT-AT in order to escape Vardos, during Operation: Cinder. In 5 ABY, at least one AT-AT walker was stationed at Camp Sardo on the planet Kashyyyk. During the Liberation of Kashyyyk, several Wookiee guerrilla fighters, including Kirratha, hijacked the AT-AT walker and threw out the crew. Later, AT-ATs were deployed against New Republic forces during the Battle of Jakku.

Rise of the First Order

Decades after the war, a young scavenger named Rey used one of the downed AT-ATs, designated Hellhound Two, as her home on Jakku.

The First Order used an updated version of the AT-AT as an escort to its newer AT-M6s.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the AT-AT takes no damage from that attack. If the AT-AT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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Creatures of Large size or smaller can stand in the AT-AT's space.

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The AT-AT can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

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The AT-AT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-AT can use its Frightful Presence. It then makes three attacks: one with its laser cannon volley and two with its medium repeaters.

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The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage

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All creatures standing within the AT-AT's space or within 5ft of it must make a DC 20 Dexterity saving throw, taking 78 (12d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

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The AT-AT makes a stomp attack.

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Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage.

The AT-AT makes a single attack with its medium repeaters.

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The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

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DesignationNon-sentient
ClassificationAmphibian
Skin color

Brownish-white

Eye colorYellow
Distinctions

10- centimeter-thick skin

Homeworld
Metellos
Habitat
Sewage
Diet

Carnivorous

The steep were a species of non-sentient amphibians native to the planet Metellos. Possessing ten-centimeter-thick skin, they dwelt in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wandered the alleyways of Metellos' settlements, searching for children to eat.

Biology and appearance

Steeps stood on four spindly legs, each of which ended with a webbed foot, and were capable of walking on land. The carnivorous amphibians were protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads were large, their brains were small. A steep's mouth stretched from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extended down the backs of the species.

Behavior

Designated as non-sentient, steeps were known for their lack of intelligence and, when fighting an adversary, would continue attacking relentlessly until they themselves had been killed. Steeps were named after their habit of \"steeping\" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians were frequently seen floating on the surface of the water. Steeps were known to roam down Metellean alleyways at night seeking children, whom they swallowed as food.

History

Steeps were native to the Core Worlds planet of Metellos, discovered prior to the formation of the Galactic Republic. The sewage that built up in the seas as the planet was urbanized gave steeps a suitable habitat, while the increasingly dense population provided an ample food source.

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The steep can breathe air and water.

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At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.

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DesignationNon-sentient
Average height0,5 - 1,2 meters
Distinctions
  • Bipedalism
  • Pointed tail
  • Horn-like appendages
Homeworld
Tatooine
Habitat
City outskirts

The scurrier was a rodent native to Tatooine, and was considered a pest by the locals of Mos Eisley, Mos Espa and Mos Gamos. Scurriers had horns on their heads. Those of a male were thick and curved, while those of a female were thin and straight.

Characteristics

Scurriers were small omnivores with an appetite for garbage. They would scavenge in trash heaps in search of food and material for their nests. They were known to find their way aboard docked freighters and transports, thus propagating the scurrier population across the galaxy; they were even found on stations like Outland Transit Station. Worse, scurriers had a penchant for picking apart machinery, a trait that was hardly welcome on a cargo- or passenger-filled transport.

Apart from this dangerous habit, scurriers posed only a marginal threat to sentients. Though they would fiercely defend their territory, scurriers usually fled at the first sign of danger (say, a passing landspeeder), able only to call upon a high-pitched squeak and a painful bite to use against advancing predators like anoobas and womp rats. Their bite sometimes carried an unusual disease known as Scurrier Disease. In spite of this, scurrier tips were a Hutt delicacy, referred to as \"scuzzi spits\" in their language.

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The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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The scurrier has advantage on an attack roll against a creature if at least one of the scurrier's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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ManufacturerColicoid Creation Nest
ClassBattle droid
Height1,83 meters
Sensor colorRed

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, and was unit used during their Invasion of Naboo in 32 BBY. A trio guarded a Royal Naboo Security Forces pilot in the Theed Royal Palace. The Melee Destroyer Droid was tougher than the standard droidekas but utilized weaker shields. The primary weapon of the grapple droideka (known simply as the \"droideka,\" at the time) was its lethal mechanical claws. This model was similar to the P-series droidekas, which used deadly repeating blasters to more efficiently eliminate opponents and carried stronger deflector shield generators.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage.

The target is grappled.

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The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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If the trandoshan fails a saving throw, it can choose to succeed instead.

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As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

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The trandoshan can roll his next ranged attack with advantage.

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The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

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As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.

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The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 14 (1d12+8) energy damage

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Ranged Weapon Attack +9, Range 30/60 ft., One target. Hit : 13 (1d10+8) kinetic damage.

Hit or miss, the target and every creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

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.

The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

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.

The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

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.

The trandoshan makes one mortar gun attack.

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The trandoshan can move up to its speed without provoking opportunity attacks.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yorik-Kul, or surge-coral in Galactic Basic Standard, is\nan organic device used by the Yuuzhan Vong and\nimplanted into slaves, which then allow the slave to\nreceive mental commands from a yammosk or a\ndhuryam. This, however, comes at a cost, since the\nwearers will eventually lose their sentience and\nbecome mindless beings. Slaves that have lost their\nminds are used as cannon fodder to absorb blaster re\non the battleeld. Surge-coral also causes its wearers\nto grow thin and vanish in the Force. Eventually, the\nShapers developed surge-coral that is less detrimental\nto the slaves, which only causes pain instead of turning\nthem into drones. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

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The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The slave soldier makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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\"What… is that?\"

\"It… looks like a probe droid?\"

- Ezra Bridger and Sabine Wren

ManufacturerArakyd Industries
ClassSeeker
Degree2nd class droid
Cost4.500 credits
Sensor colorRed
Plating colorBlack

ID9 seeker droids, also called Parrot Droids or Mimic Droids, were a model of seeker droids that resembled the Viper probe droids manufactured by Arakyd Industries. The body of ID9 seekers consisted in a half-hemisphere dome with a red photoreceptor. Attached to that dome were five articulated, tentacle-like limbs that ended in pincers. The ID9s were outfitted with electro-shock prods that allowed them to harm organic lifeforms and incapacitate mechanical beings. They were capable of imitating the sounds of other droid models, and had two locomotions modes: hovering and crawling. The Seventh Sister, a member of the Galactic Empire's Inquisitorius, employed a small army of such seekers in her efforts to capture Jedi and insurgents. The successor of the ID9, the ID10 seeker droid, was used by Inferno Squad.

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\"Look, good against remotes is one thing. Good against the living? That's something else.\"

- Han Solo to Luke Skywalker

ManufacturerIndustrial Automaton
ClassRemote training droid
Height0,15 meters

The Marksman-H training remote, often referred to as a remote, was a type of droid used to train its user how to properly deflect blaster bolts with a lightsaber.

Description

Quick and unpredictable, they had multiple power levels, including lethal and sting. They were also capable of being programmed for defensive purposes.

History

The Jedi Order used remotes to train Jedi younglings during the waning days of the Galactic Republic. During the reign of the Galactic Empire, the Imperial Army was known to use them as drones.

En route to the planet Alderaan, burgeoning Jedi Luke Skywalker practiced against a Marksman-H remote, using his father's lightsaber. Though initially unable to block the remote's fire, he learned to rely on the Force when his mentor, Jedi Master Obi-Wan Kenobi, challenged Skywalker by blocking his sight. Several decades later, rogue stormtrooper Finn happened upon a Marksman-H remote, stored in a brown bag, while looking for bandages to treat the injured Wookiee Chewbacca.

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The droid deals only non-lethal damage.

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the scout can move up to its speed toward a hostile creature that it can see.

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The scout makes two weapon attacks and throws an electrostun grenade, if available.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Ugnaught

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Diminutive, porcine humanoids who have pink skin,\nupturned noses, white hair, and thick layers of jowls,\nUgnaughts are considered one of the hardest-working\nspecies in the galaxy. Some have tusks that they use in\nblood duels. They are strong and resilient, and their\nlife-spans reach up to more than 200 standard years.\nThey notably ate genteslugs. Ugnaughts evolved on\nGentes, a planet located in the Anoat sector of the\nOuter Rim Territories. However, throughout history,\nmany were sold into slavery and taken to new worlds\nto work as slaves or indentured servants. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e\u0000ect ends if the o\u0000cer is incapacitated.

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The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off

1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud

2nd-level: Acid Dart, Lock, Smuggle

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"NzA2OWIzZWY1NDI1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"MGI3ODgyNWVkNDk4","name":"Multiattack","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Ugnaught Boss makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDBlOGM1ZTdiNGU4","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"OWI2NWI1OGY1Mzhm","name":"Tusks","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","effects":[]},{"_id":"MOMZH5TbeuZrQ3Dn","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"GxyzGqEoCvRsp8jr","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":260000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"H9JI4FrRn30qagcN","name":"Mending","type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":360000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Aa2O05OQeMjizQXq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp","effects":[]},{"_id":"50C4uxl4YmIZYv1V","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":460000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"lJAjI3TLfHmyZU6z","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":560000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"7CrWsS7BsqCQII5n","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":660000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"wc4kR4Vpux6QRK03","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":760000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"ekRvfUoQrpzPSOXo","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":860000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"8jQh1GFdMRY3k0tU","name":"Acid Dart","type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":960000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmjZqZfUdHSfp0L1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp","effects":[]},{"_id":"0FIlI00U5JJAw5dS","name":"Lock","type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1060000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QKVor2AGtFgrOjox"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp","effects":[]},{"_id":"hk8cMkWtxvwp9vQn","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1160000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]}],"effects":[]} +{"_id":"haR6SncyrZclD4CT","name":"Kolkpravis Khan","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"powered battle armor"},"hp":{"value":82,"min":0,"max":82,"temp":0,"tempmax":0,"formula":"11d8+38"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":82,"min":0,"max":82},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Ranged Weapon Attack +6, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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DesignationNon-sentient
ClassificationReptile
Average lengthUp to 1 meter
Eye ColorRed
Distinctions
  • Four winged
  • Endothermic

Homeworld
  • Tatooine
  • Malastare
HabitatDesert
DietCarnivore

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"ODU1MGQ0YWRjZTEy","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points.

The Jedi survivor knows the following

force powers:

At-will: force push/pull, force disarm, give life, guidance,

saber reflect, turbulence

1st-level: burst of speed, cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

3rd-level: knight speed, sever force

4th-level: force immunity, improved force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"MjQ1M2I4NGJmZGQ0","name":"Kinetic Combat","type":"feat","data":{"description":{"value":"

Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"ZjNhNDI0ZjFmMjVm","name":"Deflection","type":"feat","data":{"description":{"value":"

The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"MGRhMDEyNTY5OWJj","name":"Double Strike","type":"feat","data":{"description":{"value":"

The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"YTI0ZjI2N2NlMjgz","name":"Slow Time","type":"feat","data":{"description":{"value":"

The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NjQyN2UzODYyYzgz","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"OGFiNWMzYjMwMGFh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NTM1NDg1ZjkzYjE3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi survivor makes three attacks or it casts a force power and makes one attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTY0NjMxY2JlMWEz","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"NTkwYjMyMzVmMjYx","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"Nzg4MTM3NDllYzVm","name":"Force-Empowered Detonators (5/short or long rest)","type":"feat","data":{"description":{"value":"

.

The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","effects":[]},{"_id":"yEaLXp6e0ad7SEbS","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"GWEarpUGJvdKPwbR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aHGmaFgeoMoZ78D3","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QruYldNYpUZsMnSn","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"iJXGJwchHGTrFWnp","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Pso0gAKloEwA4ub6","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"btNUac5axLwnQMQo","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"sjRWAgTfUUR6aO5M","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"9l1OoVFhOt9wI7nZ","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"P4Z3v3BvZDRJihI9","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5vvtXwK5yrxCbyGG","name":"Valor","type":"power","data":{"description":{"value":"

Prerequisite: Resistance

\n

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2MaAEt5XSnjEurWK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"GqUMwGPg0nFrD8pb","name":"Calm Emotions","type":"power","data":{"description":{"value":"

Prerequisite: Sense Emotion

\n

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

\n
    \n
  • You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • \n
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.
  • \n
\n

When the power ends, the creature becomes hostile again, unless the GM rules otherwise.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qIelaqr9e9Cn0W8O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vI31czNkzvzwJzYx","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LcMsTs0cpsDlKVXa","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"0KsQVgOtyNi9te9r","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"L7GkYgNzgd4y5LKt","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"X3iZH56j6CRdnYS4","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"i2ES7nvUr7XikRSO","name":"Jedi Padawan Urchin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":"16 with battle precognition"},"hp":{"value":66,"min":0,"max":66,"temp":0,"tempmax":0,"formula":"12d8+12"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":19,"min":0,"max":19,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":66,"min":0,"max":66},"bar2":{"value":13,"min":0,"max":0},"senses":{"special":"passive Perception 15"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points.

The

jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump,

heal, project

2nd-level: battle meditation, force confusion, phasewalk

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"YTc5MjQ1NTA0MTNj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"OThiZjRlNzRkMmE0","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"MmVkYjk0NmE3NGUy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The jedi urchin makes two melee attacks or two ranged attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"ODI2MTY0NDY1ZmI5","name":"Hilt Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"NjBjMDY0MDBiZDIz","name":"Stunning Bolt (recharge 5-6)","type":"weapon","data":{"description":{"value":"

.

The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","effects":[]},{"_id":"xxs8mATV54bhwulC","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"ziXKEfG3zkO82Z5n","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"0pcQESxK8YRUTLaI","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IyOAlJuE1uvThXQ6","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WJsbKYA1vL4skYOC","name":"Breath Control","type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4a18XmMOExlwDAYF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Mfvdn9rJLBOkOyfF","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"sXPhtLQ2WXe7QFck","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5YK0epuAGLHLAmtl","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"L4UVZ3SjxIfoSPmS","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BZa1z6n8ejWpSoQ2","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"dHKsrcN8O8bhfoLv","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"D3jsDJvH8jd2e7Qn","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"i5eq0RpFyoAzxgid","name":"B1 Series, B1-X","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Duros has advantage on saving throws against poison.

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If the Duros fails a saving throw, it can choose to succeed instead.

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The Duros has advantage on saving throws to resist being Charmed or Frightened.

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The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks).

The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message,

jet of flame

1st level: element of surprise, energy shield, expeditious

retreat, holographic disguise

2nd level: infiltrate, paralyze humanoid, shatter, translocate

3rd level: explosion, fabricate trap, sabotage charges

4th level: cloaking screen, salvo

5th level: override interface, paralyze creature, toxic cloud

6th level: disintegrate, programmed illusion

7th level: delayed explosion

8th level: incendiary cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"MzdmOTU4YTZjNzZh","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The Duros has advantage on saving throws against tech powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZmU0YzA4NGU1Njhl","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZjcxYTE3Y2Y1YzJm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmRlM2YwMjA1YWY3","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"ZTk4Y2ZmYTA1MGE5","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"MDdmMTI4YmZhNmU5","name":"Thermal Detonators (5/day)","type":"feat","data":{"description":{"value":"

.

The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"OWZkZjQ1YWZkNDZl","name":"Attack","type":"feat","data":{"description":{"value":"

.

The Duros makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"YWQ4ZjhjMjcwMzg5","name":"Eliminate (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"NGEwZThmYmEzNGNl","name":"Tech (Costs 1-3 Actions)","type":"feat","data":{"description":{"value":"

.

The Duros casts a tech power, spending 1 legendary action per level of power cast.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","effects":[]},{"_id":"uQ53ZvHMR9ITu7Lb","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"shJgwbsGYRF89IZ5","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"Yn9yUrPgZ6a9Uwsp","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"KOrLGEDBeGct0IFM","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"DAGCbowUDGFfUzHP","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"tk9QYtE4hTy4stAD","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"gcBtoXnK0QAkuxXR","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"whjI1wnnsVAuT6sV","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"5Opv4oSa7zELW19v","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"z9kx54UOcFcgOCkp","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"HcqLSb5CVWaOoac0","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"DVmgq1nblC3dY7nq","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"9sG2zwNUPbG8tbUT","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"mj9UB9dOyTXiQjKU","name":"Fabricate Trap","type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1IaNYJjpFj6tGXpD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp","effects":[]},{"_id":"2WIxmPO7ET9yPOdk","name":"Sabotage Charges","type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.YfSDSxySy8ZdOyDB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp","effects":[]},{"_id":"AydnX3zo3VYiH3Zy","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"tcsAK2xd9tJWE6gl","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"Z7XqFSwcNqkBDWBt","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]},{"_id":"jWiM3VkEBRhgTW5d","name":"Paralyze Creature","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XkEm103IydE75jWD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp","effects":[]},{"_id":"vjXXm6aoMWpnYwGI","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"bNXvabzaPNNhr0kR","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"UYvg2BdIyiZou1Ax","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"JAPpOsN0rbl96Ksb","name":"Delayed Explosion","type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.w8aWJGuIPq2kp4Qj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp","effects":[]},{"_id":"v9yy8d8DHAxVSl4F","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The porg has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"Not neutral in war, you swamp slug.\"

- Poppy Delu, to Lando Calrissian

DesignationNon-sentient
ClassificationGastropod
Average height3 meters
Average length10 meters
Skin color
  • Light tan
  • Dark gray
Eye color
  • Orange
  • Gold
DistinctionsFoul-smelling mucus
Homeworld
Dagobah
HabitatSwamp
DietOmnivorous

Swamp slugs were giant gastropods native to Dagobah.

Description

An omnivorous species, swamp slugs had thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allowed them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilized sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs were omnivores, eating anything organic that they could fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus would then pulverize into organic slime any plant or animal matter that it ingested. A hermaphroditic species, the swamp slugs reproduced sexually. Each partner would lay hundreds of eggs, most of which were eaten by other animals. They exuded a thick, foul-smelling mucus which damaged the breathing organs of other species. They were not desirable to eat by other predators and were given a wide berth in the swamps.

The Besadii Hutt crimelord Gardulla kept swamp slugs in the swamps and pools of her luxurious if notorious pleasure garden, within her Tatooine palace near the Dune Sea. In 32 BBY, while in pursuit of escaped slaves, one of Gardulla's Dug mercenaries, Khiss, spray-stick blasted a huge swamp slug back into the waters whence it surfaced to devour him.

Swamp slugs were very closely related to the nos monster of Utapau and the Kwazel Maw of Rodia.

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Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

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The slug makes one bite attack and one slam attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (2d10+6) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

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The slug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The swarm has advantage on attack rolls against a creature while at more than half of its hit points.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny porg. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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DesignationNon-sentient
ClassificationFeline
Races
  • Planis hunter
  • Swamp stalker
Average height2 meters
Average length3 meters
Hair colorVaried (brown and reds)
Homeworld
  • Naboo
  • Corellia
Habitat
  • Grasslands
  • Swamps
DietCarnivorous

The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori.

Biology

Tusk cats were large feline predators with a large pair of distinct tusks growing from their lower jaws. This put them at morphological odds with many tusked animals which often featured tusks growing from the upper jaw. A second, less-noticeable pair of tusk-like fleshy appendages grew from their cheekbones. Tusk cats were covered in fur that could range from browns to grays to almost red, and gray ones had faint spotted patterns. They seemed to share some features with ungulates, with swift galloping gaits and toes ending in hoof-like appendages. Some smaller subspecies featured more claw-like digits as well as variations on the number of tusk-like facial wattles. Their tails were long and muscular to balance them as they ran, ending in a leaf-shaped spur. They were known for keen eyesight and a sharp sense of smell. They appeared similar to the larger Naboo predator known as the narglatch.

Behavior

Tusk cats were carnivorous and preyed upon smaller animals native to Naboo. Natural shepherds, they mated for life and instinctively formed prides to guard herds of Shaak and gualama, killing one to eat every seven or eight days. Their tusks were used as both offensive hunting weapons as well as for defense. Though they were aggressive predators, as cubs they could easily be domesticated and even ridden, but could also adapt back to the wild if released.

History

Mounts

Despite their predatory nature, tusk cats could be tamed for a variety of uses, notably as mounts. Domesticated tusk cats were said to be naturally protective and gentle towards Naboo children. Tusk cat riders were employed as shepherds for various livestock, including shaak and the royal Gualama herd. Tusk cats also served as military patrol vehicles for the Naboo military, recreational attractions, police work, and ceremonial beasts with royalty. When outfitting a tusk cat mount, the traditional bridle was abandoned in favor of a harness attached to the tusks. During the Victory Races of Naboo, Queen Padmé Amidala herself rode a tusk cat. The tusks of dead tusk cats were typically carved into memorial cups and displayed.

Pets

Tusk cats were among many creatures moved off-planet as pets following The Battle of Naboo due to the growing demand for Naboo pets among spacers.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The target is grappled (escape DC 11). Until this grapple ends, the target is restrained.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.
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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 11 (1d8+7) energy damage

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One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage.

The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d4+7) kinetic damage.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Trees were a type of plant found on many planets and moons throughout the galaxy. Some sentient species such as the Wookiees of the planet Kashyyyk and the Ewoks of the Forest Moon of Endor made their homes in the branches of trees. The subterranean caverns of Aleen housed a species of tree-like sentients, the Kindalo.

On Ahch-To, the birthplace of the Jedi Order and the location of the first Jedi Temple, a library existed inside of a uneti tree, containing Jedi knowledge.

During his life on Tatooine, trees were unimaginable to Luke Skywalker, who had never seen them in the landscape of the desert planet, however trees were found on Tatooine in the poles where the desert surface was much like a savannah. This explains how Tatooine has a breathable atmosphere, with oxygen.

Trees were of great importance in Wookiee culture. A saying in their native language of Shyriiwook was that \"The trees are life\", though this was only a rough translation.

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 23 (4d8+5) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Chaotic Dark","species":"","type":{"value":"force","subtype":"","swarm":"","custom":""},"environment":"","cr":22,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","token":{"flags":{},"name":"The Son, Avatar of Power","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"k0sXEYQqCJH0EQzX","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NWIxYmU5Nzk2Y2Jm","name":"Beast Form","type":"feat","data":{"description":{"value":"

The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"N2I0ZjQyYTk5ZmM1","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While in his humanoid form, the Son adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YTg4NmRkN2QwZDI3","name":"Innate Forcecasting","type":"feat","data":{"description":{"value":"

The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NzJjZjUwMWY0YjVl","name":"Dark Resistance","type":"feat","data":{"description":{"value":"

The Son has advantage against the saving throws against Dark force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"OGM5ZWRiNTVlMWUw","name":"Font of Power","type":"feat","data":{"description":{"value":"

When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"M2Q2OWVlYjRhMTI4","name":"Enhanced Casting","type":"feat","data":{"description":{"value":"

The Son's force powers are considered Enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"OTMyYzgxMWY1M2Iw","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If The Son fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Y2ViZjQ3Y2I2NzA1","name":"Dark Lightning","type":"feat","data":{"description":{"value":"

When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YzIwOWUwODFlNTRi","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"MDZlYjYxMTIzNzg4","name":"Multiattack (humanoid form)","type":"feat","data":{"description":{"value":"

.

The Son can make two attacks using the shock at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NjllNDk0YmRhMGZm","name":"Multiattack (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes three claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"NGI4ZmU2NjRiYTU1","name":"Claw attack (beast form)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 28 (6d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Zjc3MjJjNDJjNDYw","name":"Quick Casting","type":"feat","data":{"description":{"value":"

.

The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"Yjg5ODJhYWM5YWM2","name":"Claw (beast form)","type":"feat","data":{"description":{"value":"

.

The Son makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YjQ0ZWVjOTU4Yjhi","name":"Force Step","type":"feat","data":{"description":{"value":"

.

The Son moves up to his speed without provoking opportunty attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"YWRlMjYxYWZiYTdh","name":"Metamorphosis","type":"feat","data":{"description":{"value":"

.

The Son transitions from a beast form to a humanoid form or vice versa.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","effects":[]},{"_id":"cXxkkfwEi5mMPd04","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"e0avtLlKhid1eDYN","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"SGpfV9z7sBL2ZP63","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RzNabVhlDkRqxizf","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"EHuzpQ7f70bc7pWl","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"bbcF0C8NByGcCIbL","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"3oZsbnjMDWdAmykY","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G4OT9aL2wGQaC7m2","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} +{"_id":"k2buDIcunhgMetzh","name":"Monkey-Lizard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":3,"min":0,"max":3,"temp":0,"tempmax":0,"formula":"1d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":3,"min":0,"max":3},"bar2":{"value":12,"min":0,"max":0},"senses":{"special":"passive Perception 11"}},"details":{"biography":{"value":"

\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The monkey-lizard has advantage on attack rolls against a creature if at least one of the monkey-lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: \"problem solvers\" in the Corporate Sector Authority, \"exterminators\" in the Outer Rim Territories, and \"slayers\" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best- paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society. 

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During its fi\u0000rst turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The assassin makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

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\"Voxyn. They hunt us.\"

- Tesar Sebatyne

DesignationNon-sentient
ClassificationReptile hound
Average height1 meter
Average lengthOver 4 meters
Skin color
  • Black
  • Green
Eye colorYellow
Distinctions
  • Poisonous barbed tail
  • Spitting acid
  • Sonic screeches
  • Disease-infested claws
  • 8 legs
Average lifespanAbout 3 months, if without a certain nutrient from Myrkr
Habitat
Multiple
Diet
Carnivorous

Voxyn were a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, which the Yuuzhan Vong were invading, the reptilian hounds were all clones of the voxyn queen, the only successful cross between the vornskr and the fero xyn. As they were made to kill Jedi, the voxyn could sense Force-sensitives through the Force and had a variety of deadly abilities and tools at their disposal: sonic blasts, flesh–melting acid, disease–coated claws, and a poisonous barbed tail. After creation, voxyn were typically trained by the Yuuzhan Vong aboard the worldship Baanu Rass over the world of Myrkr to hunt Jedi in a multitude of environments as well as how to avoid various hazards. Measuring a meter high and over four meters in length, the carnivorous voxyn were fast and agile on their eight legs.

In existence by 27 ABY, in the midst of the war between the Yuuzhan Vong and the New Republic, the voxyn quickly killed many Jedi on numerous worlds, becoming a great source of concern to the New Jedi Order. The Jedi focused on dealing with this threat by dispatching a strike team to Myrkr, where the voxyn queen had been located. In the Myrkr system, the team boarded the Baanu Rass, where, although taking heavy casualties, it managed to kill the voxyn queen and put a stop to the cloning of the voxyn, preventing any more of the beasts from being created. Because of the beasts' short life spans and their inability to reproduce, this spelled the end for the voxyn, and they began to die off. Despite the diminishing voxyn numbers, the Yuuzhan Vong continued to use them on critical missions, with the last voxyn perishing in the Treskov system in 28 ABY.

Biology and appearance

Yuuzhan Vong creations

\"Voxyn?\"

\"Yuuzhan Vong monsters, Jedi-killers. Stay away from anything that looks like an eight-legged reptile. Far away. These things spit acid and screech blastwaves. Maybe they do worse.\"

- Commander Gavin Darklighter and former politician Leia Organa Solo

Created by the sentient Yuuzhan Vong species, voxyn were a genetic cross between a fero xyn, a ferocious hunting animal from the Yuuzhan Vong's homeworld of Yuuzhan'tar, and a vornskr, a hound that was native to the planet Myrkr. All voxyn, save for the voxyn queen, were physically identical, as they were all clones of the queen, which was the first voxyn to have ever been created by the Yuuzhan Vong. The cells of voxyn deteriorated at a rapid rate if they were not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically did not survive for more than a few months after their release. Although voxyn could lay eggs, these were sterile. As such, the creatures could not naturally reproduce, so they relied on Yuuzhan Vong cloning to maintain a population. Once a voxyn's cells started to deteriorate, the scales lost their color and flaked off; the creature's movements would then become listless as it lost energy, and its eyes would become filmy.

Standing about as high as an average Human's waist, at one meter, mature voxyn measured over four meters in length and were reptilian in appearance. A pair of oval yellow eyes were located on the voxyn's flattish head, which had a broad snout over six inches long filled with fangs, and its lithe body was covered in black or green scales and sported eight legs with claws. The creature's eyesight in poorly lit areas was particularly good, as voxyn eyes could see twice as far as normal in low light, as well as being able to distinguish colors in dimly lit areas. Voxyn torsos possessed a gut, stomach, and a rib cage that protected the internal organs. The voxyn body gave off heat, allowing it to be tracked by beings who had access to the infrared spectrum. The paws of the legs were round, and the toe pads housed a hundred deadly retroviruses, whose medium was the green slime that covered the voxyn's claws.

A series of sensory bristles ran down the creature's spine, and the voxyn also possessed a whip-like tail that had a white barb on it. A voxyn's tail was poisonous, a trait passed on by the vornskr, and the poison would cause swelling and make most creatures' flesh red for one to six days. The tail's barb could also be used to deliver a neural shock. The sensory bristles along the spine were coated with a powerful neurotoxin. According to the shapers who designed the voxyn, the effect of the sensory bristles' neurotoxin was not the same on all species. Some of those affected fell into convulsions and then into an endless sleep, while others weakened over many hours before losing the ability to breathe or swallow; yet others drowned in their own saliva.

Voxyn also had long, forked tongues and were able to shoot from their mouths via an efflux tube a jet of brown, acid-like saliva that burned anything it touched. This saliva could kill a humanoid easily if it landed on vital spots like the face, and some voxyn drooled this saliva when not in combat. The creatures were also armed with the ability to emit a sonic blast from their snouts, and this blast sent a compression wave that could temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn blood was purple in color and, when exposed to air, became a neurotoxin that smelled like smoke and ammonia and had a detrimental effect on humanoid lungs that could take over a day to fully heal. Voxyn were also fast and agile on their feet, able to jump to great heights, and could swim in water. Additionally, voxyn could submerge themselves underwater for extended periods of time, though the blast effect of a concussion grenade could stun them while they were underwater and cause them to rise to the surface.

Resilient Jedi hunters

Voxyn were designed to hunt Jedi, beings who were sensitive to the Force. As such, voxyn possessed the ability to sense Force-sensitives like Jedi through the Force, an ability that vornskrs shared. Voxyn were unlike the rest of Yuuzhan Vong–created organisms in their ability to sense the Force, as members of the Yuuzhan Vong species and their other creations were completely devoid of the Force and could not touch it in any way. Even if the Force-sensitives diminished their presence in the Force, voxyn could still sense them, preventing Jedi from hiding from the hounds.

Jedi could sometimes feel voxyn through the Force as well, registering the creatures as a hungry or feral presence. Through the Force, voxyn could sometimes sense the emotions of Force-sensitives, and, occasionally, Force-sensitives could sense other things about voxyn rather than just the creatures' hunger. However, voxyn could, if they wished, hide their presence from Force-sensitives, preventing them from being able to detect the voxyn. Force-sensitives skilled with animals could sometimes convince the voxyn via the Force to do certain things by imparting ideas to them, such as attacking their Yuuzhan Vong minders, though this was difficult to do.

The genetically-created creatures were remarkably durable and difficult to kill, due in part to their ability to heal quickly. Voxyn could survive being pinned beneath a metal bulkhead, even if their torso was crushed almost flat. Additionally, they could survive the blast caused by thermal detonators and could function well even with the loss of limbs and chunks of flesh. A Jedi's lightsaber, which could typically cut through most things, had trouble cutting through a voxyn's foot, though a lightsaber could still kill a voxyn. The creatures' scales could also occasionally deflect a blaster bolt. When exposed to decompression, voxyn were able to make scale cocoons that allowed the creatures to survive for a time in vacuum, as long as they went into a deep hibernation. However, if voxyn remained in a vacuum too long, they would freeze to death, with every cell in their bodies bursting.

Behavior

Intelligent trackers

\"Four Jedi have died already. Your voxyn are proving most effective.\"

- Senator Viqi Shesh, to Warmaster Tsavong Lah

Although voxyn were classified as non-sentient, they were quite intelligent and possessed a natural cunning. They were smart enough to tap the activation stud of a lift tube if they wanted to use it and could occasionally sense when a trap was being laid for them, which would make them cautious. Voxyn were taught during their training to avoid both triggered traps and dangerous hazards, such as fire, to make them more effective hunters. However, voxyn occasionally had to be guided by their Yuuzhan Vong counterparts when inside unfamiliar locations, such as the interiors of residential areas, and voxyn who were confused by such conditions were considered useless to the Yuuzhan Vong. Voxyn learned from their mistakes if they survived their initial error, making them even better predators. However, unlike the voxyn queen, her clones were not cunning enough to use their surroundings to create advantages for themselves. Temperament-wise, Human Senator Viqi Shesh from the New Republic believed that voxyn were vicious in nature and enjoyed hurting things.

Voxyn had no fixed habitat, as they were taught versatility by their Yuuzhan Vong creators on the Baanu Rass worldship, and they learned to hunt in almost every habitat imaginable that existed in the galaxy—the target of the Yuuzhan Vong invasion. Voxyn could therefore survive and hunt effectively on a vast number of worlds, such as Kuat, Chiron, and Corellia. They were also comfortable hunting in and around mechanical objects, despite the aversion most Yuuzhan Vong had to them, as voxyn were conditioned from birth to be able to hunt Jedi anywhere. The creatures were carnivorous and would eat ysalamir, humanoids, and even lone Yuuzhan Vong. Food eaten by voxyn eventually reentered the environment as droppings. Feral voxyn aboard the Baanu Rass laired in a series of caves near the best source of food, which was the city of the slaves on the worldship.

Like the fero xyn, voxyn could be controlled by Yuuzhan Vong warriors and would obey commands given to them by their keepers. All voxyn, save the voxyn queen, were trained to stalk Jedi; the queen herself was trained to preserve her own life, to ensure the survival of voxyn as a species. The creatures typically hunted in packs of four when they tracked Jedi or Force-sensitives for the Yuuzhan Vong. Warriors were in enough control of voxyn that they could have the beast stay stationary while the Yuuzhan Vong tortured other individuals with the variety of dangerous abilities that the creatures possessed, such as their saliva. Specialized Yuuzhan Vong, known as voxyn handlers, usually accompanied voxyn packs, and the beasts would tolerate the leashes that the handlers sometimes put on them, though they would still snap at the handlers if they came too close. If a voxyn was close to its prey, it would sometimes break free from the handlers to attack its target.

While looking for the trail of a Jedi or other Force-sensitive, voxyn typically swept their heads from side to side and sometimes howled when they first sensed a Jedi or other Force-user. While hunting for Jedi, voxyn would occasionally circle other non–Force-sensitives to investigate them and would cock their heads at loud noises. Voxyn also licked the air with their tongues while on the hunt and would keep their eyes fixed on the floor while their tails waved about if they had located a Force-sensitive and were following it. The creatures were resilient in their hunting, and Jedi found them difficult to deter from their tails. Additionally, voxyn continued to hunt their prey even after sustaining heavy injuries, such as the loss of limbs. Hunting Force-sensitives filled voxyn with energy, and the listless voxyn who were nearing the end of their life-spans would shake off their lethargy when they sensed prey. When entering combat with a Force-sensitive or other enemy, voxyn liked to open with a sonic screech over any other attack. Occasionally, voxyn used their acid to melt holes in which to hide.

Feral voxyn and behavioral idiosyncrasies

\"The shapers cannot understand why, but ysalamiri drive voxyn mad. The voxyn lose their natural cunning. In experiments similar to this, I have seen them tear their own legs off to get the ysalamiri.\"

- Commander Duman Yaght

In the event that the Yuuzhan Vong lost a voxyn, the creature could still survive on its own, and it became feral. Even feral voxyn would attack and harass Force-sensitives, despite not being ordered to do so. Though they were able to create a cocoon to survive the depressurization of vacuum, voxyn sometimes panicked when they suddenly lost the ability to breathe air.

For a reason that the shapers who created the voxyn could not understand, voxyn hated ysalamir, creatures that were able to repel the Force. Voxyn lost their natural intelligence when ysalamiri were near and would try to eat the creatures; during experiments in which voxyn's legs were bound to the ground with blorash jelly and a ysalamir was placed out of reach in front of them, voxyn would sometimes tear off their own legs to get at the other creature. When certain voxyn could not reach the ysalamir to eat it, they would eventually resort to killing it. Some Yuuzhan Vong warriors gave ysalamiri to voxyn as treats.

Even though voxyn were sterile and could not reproduce, some feral voxyn still created nests and guarded them in a territorial style, bringing in corpses to the nests to feed the young that they would never have. Voxyn would not leave their nests unless they felt threatened and defended the nests from both other voxyn and beings not from their species, though nesting voxyn were more inclined to stay in their nest than attack a passerby unless otherwise provoked. In some instances, voxyn would starve themselves to death rather than leave the nest to hunt. While guarding a nest, agitated voxyn would ruffle their neck scales and scratch the ground. Those voxyn without nests became excited if they found fresh corpses while hunting that could potentially nourish their young, and they would drag them back to a voxyn nesting area.

History

Creation

\"They're cloning the voxyn!\"

\"Why would they do that? Would it not make more sense to breed them?\"

\"Perhaps. Unless they have only one.\"

- Jedi Cilghal and Tenel Ka Djo deduce the existence of the voxyn queen

In the year 25 ABY, the sentient Yuuzhan Vong, who were gifted in the use and creation of biotechnology, invaded the galaxy of the New Republic. In what came to be known as the Yuuzhan Vong War, the invading species came into conflict with the Force-using Jedi Knights and, seeing them as worthy adversaries and thus a problem, began working on a project designed to destroy them, of which Master Shaper Yal Phaath was placed in charge. Shortly after the Yuuzhan Vong captured the Jedi–controlled moon of Yavin 4, the Yuuzhan Vong shapers became aware of the vornskrs of the planet Myrkr, who were able to detect the Force.

The project was subsequently moved to Myrkr, and a decaying worldship, the Baanu Rass, orbiting the planet was used as the base of operations. After traitorous New Republic Senator Viqi Shesh provided the Yuuzhan Vong shapers with multiple vornskrs, Phaath and his shapers began to attempt to shape the vornskr into something that could hunt Jedi for them. The initial experiments with just vornskr genetic material proved only partially successful, as the resulting beast was not ferocious enough. However, after the genes of the fero xyn were added, as the fero xyn was the closest genetically to the vornskr, the perfect beast was created after a few failed attempts: the voxyn queen. However, because she was unable to reproduce and the shapers could not replicate their success with the queen, Phaath and his shapers were forced to clone the beast to be able to supply pack upon pack of voxyn. In cloning the voxyn queen, voxyn-growing vines submerged in a hydroponic pool were used to create immature voxyn.

After creation, voxyn were taught to hunt Jedi on special training courses on the Baanu Rass that prepared the creatures for the galaxy at large. Numerous different training facilities, each shaped to look like a different location in which voxyn could hunt Jedi, conditioned the creatures, and the Yuuzhan Vong used captured Force-sensitives to help train the new beasts. In addition to training the voxyn how to hunt almost anywhere, the Yuuzhan Vong added hazards and traps to the courses to teach the beasts how to avoid them. Some of these traps just triggered alarms, but a few killed or injured the voxyn who triggered them. Besides serving as the site where new voxyn were trained to hunt, the Baanu Rass was also the location of the shaper grashal structure, which was the home of the voxyn queen, who had to remain near Myrkr so that it could have access to the nutrients that kept it alive. Much of the Yuuzhan Vong's future plans relied on the success of the voxyn cloning program.

Jedi-killers

\"Eelysa. Something caught her.\"

\"Something?\"

\"This one doesn't know. But she is gone. Eelysa is no more.\"

- Jedi Knights Saba Sebatyne and Luke Skywalker, after a voxyn kills Eelysa

By 27 ABY, voxyn had been introduced to the galaxy and were deployed on a multitude of worlds, ranging from Corellia to Kuat. Typically used in conjunction with a group of Yuuzhan Vong warriors, voxyn searched for the presence of Jedi and other Force-sensitives on planets, moons, and refugee starships, such as the Nebula Chaser, after the Yuuzhan Vong–allied Peace Brigade organization became aware that the Jedi commonly used those vessels to transport themselves. Voxyn were quite successful in hunting and killing Force-sensitives, and many Jedi fell to the beasts, including the Chironian Lusa and the Human Eelysa. There was even a failed attempt to smuggle voxyn onto the New Republic's capital of Coruscant so that those hunters might be able to slay the Jedi leaders located there. Because the voxyn could not reproduce on their own, a small contingent of Yuuzhan Vong warriors attempted to get voxyn to mate with vornskr on Myrkr.

The threat of the voxyn drew the attention of the New Jedi Order. After the Jedi discovered that the Yuuzhan Vong relied on the voxyn queen to create more voxyn and that the queen's current location was near Myrkr, a strike team was made to deal with the voxyn. The strike team, led by Jedi Anakin Solo, managed to commandeer the Yuuzhan Vong frigate Exquisite Death and took it to the Baanu Rass worldship. After inserting itself aboard the worldship, the Jedi team was harried by both the pack of voxyn that accompanied Executor Nom Anor and his warriors as they tried to stop the team and the feral voxyn that dwelt on the Baanu Rass.

Despite taking heavy casualties—the engagement saw the death of Anakin Solo and the capture of his brother, Jacen—the Jedi team managed to slay the voxyn queen. In addition, Anor failed to prevent the destruction of organic tissue samples that had been taken from the voxyn queen, which would have allowed the Yuuzhan Vong to clone more voxyn. With the queen destroyed, no more voxyn could be created to hunt and kill Jedi, and the short life span of voxyn meant that the species' numbers began to dwindle.

After the queen's fall

\"I have six remaining voxyn, Dread Lord. Let me take one or two out, and if there are Jeedai involved in this business, the voxyn will find them and tear them!\"

- Warmaster Tsavong Lah, to Dread Lord Shimrra Jamaane

Shortly after the death of the voxyn queen at Myrkr, Jaina Solo, who had been on the strike team, painted a pair of running voxyn on her X-wing starfighter while she was fighting at the planet Borleias. She did this in an effort to further confuse the Yuuzhan Vong fighting her by adding to her persona of the Trickster Goddess. Though the voxyn were dying off and many were ill and weak, the Yuuzhan Vong continued to use the surviving voxyn to hunt down Force-sensitives, as the beasts were still dangerous. After the Yuuzhan Vong captured the planet Coruscant from the New Republic, Warmaster Tsavong Lah dispatched a unit of warriors and one of the remaining packs of voxyn to hunt down a group of Jedi that had infiltrated the Yuuzhan Vong's planetary defenses. However, all the voxyn in the pack, as well as many warriors, fell to the blades of Lord Nyax, a powerful user of the dark side of the Force who was stalking the lower levels of Coruscant.

As increasingly more voxyn died off, the Yuuzhan Vong began to treasure the beasts more and attempted to protect them when they could. By 28 ABY, only six voxyn remained, and these were controlled by Lah. The warmaster brought these voxyn with him when he led multiple battlegroups to engage New Republic forces at the Deep Core Treskov system. However, the battle in the Treskov system was a trap designed by the New Republic's strategist Gial Ackbar. After the battle began to take a turn for the worst for Lah and his forces, he took his voxyn and his Battle Group of Yun-Yuuzhan to the natural satellite of Ebaq 9. The warmaster hoped to hunt the Jedi in the New Republic's base there as a last ditch offensive, and he landed his voxyn and troops on the satellite.

However, while fighting in the tunnels of the base, three of the voxyn were killed by the actions of the Jedi, namely Jacen and Jaina Solo, and the others were killed when the Fosh Vergere crashed a stolen RZ-1 A-wing interceptor into the main shaft head of the base. The impact and resulting fireball sucked all of the air out of the tunnels, killing the last voxyn and almost all the warriors in the tunnels, with Lah perishing on Jaina's lightsaber blade soon after. Thus, the last of the voxyn were killed.

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Voxyn can make two bite attacks and one tail attack

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"N2QyY2RlYmVhZjI5","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"],["2d12","acid"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/134_-_Voxyn/avatar.webp","effects":[]},{"_id":"NTgyMjMxOTJmNWNj","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage.

If the target is a creature it must also make DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The assault specialist rerolls a failed saving throw.

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As a bonus action, the specialist can regain 20 hit points.

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The specialist deals an additional 1d6 damage when it hits with any attack (included).

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When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

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Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The assault specialist makes three attacks with its assault cannon or vibroblade.

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Ranged Weapon Attack +11, Range 80/320 ft., One target. Hit : 10 (1d10+5) energy damage plus 3 (1d6) energy damage

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The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage plus 3 (1d6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage plus 3 (1d6) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The gladiator makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The spy makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Organization type
Trooper Variant (Heavy Trooper)

Affiliation

Galactic Empire (Stormtrooper corps)

Coastal defender stormtroopers, more commonly known as shoretroopers, were a specialized variant of the Galactic Empire's stormtroopers trained and equipped for combat in tropical environments. Stationed at the top secret Imperial security complex on the tropical planet Scarif, shoretroopers patrolled the beaches and bunkers of the facility. Shoretroopers operated effectively as sergeants which allowed them to command small squads of regular stormtroopers. One of the notable aspects of coastal defender stormtroopers was that the position they serve in was rotational (temporary); subject to rank (skills and qualification) and operational demands (open positions due to mobilization or transfers). On a galactic scale, shoretroopers as a whole were scarce, as the conditions for necessitating their employment were less frequent, as few stations or garrisons were located on coastal/tropical planets.

Shoretroopers wielded both the E-11 blaster rifle and the upgraded E-22 blaster rifle while stationed on Scarif. They also carried a thermal imploder, a highly explosive grenade that was used to destroy SW-0608, an imperial cargo shuttle the Rogue One team used to bypass the Empire's space station in orbit over the world.

Del Meeko served as a shoretrooper prior to becoming a TIE fighter pilot. Several Shoretroopers were stationed on the ocean planet. They later came into conflict with rebel leaders Leia Organa and Luke Skywalker after they crashed on the world. A type of shoretrooper was the Heavy Shoretrooper, who specialized in heavy weapons.

Armor

There were at least three distinct ranks of shoretroopers, all with unique armor markings. Regular shoretroopers featured sand colored armor, with a red band around their right arm and a white stripe around their left shoulder guard. Squad leaders were identified by a sand blue stripe that went along the top of their chest plates and onto the top of their shoulder guards. Squad leaders also sported a kama attached to their belt. Shoretrooper captains had almost all of their chest plates blue, along with a small plate of armor that was on their left side. Their right shoulder guard was sand colored, but their left shoulder guard was all sand blue, save for the white stripe. Further down the same arm, there were stripes of sand blue and yellow. They also had limited or no upper leg armor for swifter movement in battle, similar to Scout troopers. Although their armor had more capabilities than standard Stormtrooper armor, it proved no stronger, as shown on Scarif. Shoretroopers were also known to use different armor load-outs or weapon configurations based on the conditions of where they were stationed or serve.

For general information about troopers, see Trooper

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The trooper makes two blaster rifle or stock strike attacks.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +3, Reach 5ft., One target. Hit : 3 (1d4+1) kinetic damage

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The shore trooper throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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\"With this knowledge, I can unleash the dark side energies that swirl invisibly around us, even to shatter the fabric of space itself. In this way, I have created storms.\"

- Darth Sidious, in a recording from The Book of Anger

Alternate names
  • Energy storm
  • Emperor's hyperspace wormhole
ClassDark side of the Force
Area
  • Control
  • Sense
  • Alter

Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Storms were incredibly difficult to control once unleashed and required mastery in many different Force disciplines.

A Sith artifact called the Darkstaff was known to have created one of these storms during a critical battle in the New Sith Wars. The storm annihilated the Dark Lord Darth Rivan's Battlelord army and transported him not only through space, but forward in time as well, to the Light and Darkness War, where the Sith Lord met his fate. Darth Sidious discovered the technique almost a thousand years later. He described it in The Book of Anger, the first volume of his Dark Side Compendium. He used the technique six years after his first death at the Battle of Endor to capture the Jedi Knight Luke Skywalker from Coruscant. Sidious's pride and confidence in the ability eventually proved fatal during the Battle of Pinnacle Base when he lost control of a storm and was consumed by it.

Description

\"…A storm—but not caused by anything natural.\"

- Luke Skywalker

One of the most powerful known Force abilities in existence, Force storm was capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. The power allowed a Force-user to generate unique hyperspace wormholes, violent blue vortices of Force energy known as Force storms, anywhere from less than one hundred meters to over one kilometer in diameter. Force storms could devastate the surfaces of entire planets and consume whole fleets of starships. Storms could also safely transport living beings across the galaxy in a short span of time and, if used in conjunction with certain Sith artifacts, could send a being forward in time.

The creation of a Force storm required the user to concentrate an almost palpable degree of anger and hatred into a tangible manifestation of dark side power. There was considerable danger involved in the generation of a Force storm; those who could not control what they had unleashed were often themselves consumed and destroyed. If the person generating the storm was killed, the storm dissipated in minutes. Storms could also be conjured across great distances. Darth Sidious was able to send one storm over thousands of light-years from Byss to Coruscant. Before being able to successfully create and control Force storms, a potential user had to be extremely proficient in the ways of the Force, including instinctive astrogation.

Applications

\"What is it?\"

\"Some kind of wormhole, opening up in space. It's huge! Fifty times the size of our ship! Energy readings are off the scale!\"

\"This is the Antares Six calling the Millennium Falcon. Our scanners just picked up a gigantic hyperspace wormhole. An energy storm of undetermined magnitude is—\"

- Syub Snunb and a crew member aboard the Antares Six

The earliest known usage of the Force storm technique was sometime during the first hundred years of the New Sith Wars. During a pivotal battle on Almas, the reigning Dark Lord of the Sith, Darth Rivan, obtained possession of a malevolent and semi-sentient Sith artifact known as the Darkstaff. Leeching Rivan's Force energy, the Darkstaff conjured a violent Force storm that demolished the Sith Lord's Battlelord army. Rivan, caught in the eye of the storm, was transported through time and space to a battle during the Light and Darkness War between the Army of Light and the Brotherhood of Darkness, over one thousand years later. Bereft of the Force, Rivan was easily slain by a Force-sensitive warrior. Around this time, the Jedi Council classified Force storm as a dark side technique due to its potential for abuse. The power also received a mention in the Jedi training manual The Jedi Path. In one particular copy of the book, Luke Skywalker made a note that the ability had the power to \"kill planets\".

Almost a thousand years later, Darth Sidious was able to develop the technique himself, which he described in the first volume of his compendium of dark side lore, The Book of Anger. In 10 ABY, a reborn Sidious sent Force storms out to numerous star systems throughout the galaxy after unifying the various feuding Imperial factions formed after the Battle of Endor.[12] One such storm was sent to Coruscant to retrieve the Jedi Knight Luke Skywalker during a crucial battle in the Imperial Civil War. The Millennium Falcon and her captain, Han Solo, encountered the storm in Coruscant's upper atmosphere, but Solo wrote it off as simply a magnetic storm.

A short time later, the New Republic EF76 Nebulon-B escort frigate Antares Six had a close brush with the storm above Coruscant. A crew member aboard the Antares Six notified Captain Syub Snunb that he detected a hyperspace wormhole fifty times the size of their ship opening up close to them. The Antares Six attempted to avoid the incoming storm, but the energy interference from the storm prevented the ship's systems from responding. The storm passed right by the Antares Six and headed toward the ruins of Coruscant's Imperial City, indiscriminately destroying any New Republic and Imperial vessels in its path

Sensing a disturbance in the Force, Skywalker was able to detect the storm, as well as the malevolent force behind it, as it dropped out of hyperspace. The Jedi insisted that his allies on the planet abandon him and allow him to face the storm alone. Skywalker and his astromech droid, R2-D2, watched as the storm came for them, tearing apart the surface of Coruscant and destroying or damaging much of the Imperial Palace in the process. The two were safely carried off by the storm and deposited in an Imperial dungeon ship, from which they were transported to Palpatine's fortress world Byss. Six years later, Coruscant had still not recovered from the devastation caused by this storm.

Not long after Skywalker's capture, Sidious accompanied a taskforce, led by his flagship Eclipse, to the New Republic headquarters on the Pinnacle Moon in an attempt to capture Skywalker's sister, Leia Organa Solo, who had stolen a Jedi Holocron from him. After Sidious was defeated by Skywalker in a duel, he poured his rage into the creation of another Force storm, one far more powerful than the one he used to capture Skywalker from Coruscant. The storm headed toward Pinnacle Base and began obliterating the New Republic fleet, destroying twelve ships within moments. Skywalker and Organa Solo countered Sidious by catching him off guard and cutting him off from the dark side with a wave of light side energy. Severed from his hatred and rage, Sidious lost control of the storm and was ultimately consumed by it. After devouring the Eclipse and the Dark Lord with it, the storm dissipated within moments.

Users

\"Now, you will experience my full potency. I live as energy. I am the dark side!\"

- Darth Sidious

Few beings were known to possess the knowledge and skills needed to create Force storms. The Darkstaff had the ability to create a storm with the power to transport an object forward in time, provided that it had access to a vast reservoir of Force energy from which to draw. In The Book of Anger, Darth Sidious claimed that he could create these storms from sheer acts of will, although he confessed that he could not completely control them. Years after writing the text, he boasted that he could finally control his Force storms completely, but in the end, his overconfidence proved fatal. Skywalker later found a recording of The Book of Anger buried beneath the rubble of the Imperial Palace and pondered Sidious's meaning behind the creation of \"storms.\"

Sidious's Dark Side Adepts also had the ability to create these storms, though they had limited control over them. Practitioners of the light side of the Force, such as Jedi, also had the ability to conjure Force storms if they banded together, but in doing so were at an extremely high risk of being corrupted by the dark side. When deciding where to establish his Jedi Praxeum, Luke Skywalker was concerned that one of his students could inadvertently create a Force storm while experimenting with the Force, and so he chose the remote moon Yavin 4 to reduce the number of potential casualties.

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The eye can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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If the eye fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/199_-_Force_Storm_Eye/avatar.webp","effects":[]},{"_id":"ZDM5YzljYjNjZjli","name":"Siege Conditions","type":"feat","data":{"description":{"value":"

The eye deals double damage to objects and structures.

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.

The eye attacks twice with thunder slam.

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Melee Weapon Attack +16, Reach 20 ft., One target. Hit : 23 (4d6+9) thunder damage

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.

All other creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

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.

The eye moves up to its speed.

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.

The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

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.

The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with immovable object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC19 Dexterity saving throw or take the same damage and be knocked prone.

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The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":16,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":21,"prof":5,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","token":{"flags":{},"name":"Imperial Knight Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"lafc3n8nLH15ihgN","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2YyMGNmNDQwYThm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

4th level: freedom of movement

5th level: improved phasestrike, improved phasewalk,

telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"MjNlYzM3N2JjOGZh","name":"Master Praetoria Vonil","type":"feat","data":{"description":{"value":"

The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"ZjdhNmFlMGZhM2I3","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"NTU4YzIxOTM3ZDhm","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"ZGY3MjFiMDZmYWM4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Imperial Knight Master makes three attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YzA3ZjY5Y2YzYWQ1","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 13 (3d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"],["3d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/317_-_Imperial_Knight_Master/avatar.webp","effects":[]},{"_id":"NOckYlbm1IJewJuE","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"84tghFOH5B0pPoJ6","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4riu2KUcTJtK49eD","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"4RJizl4uplUhZ9iL","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"AdyQWq6Bq8hfRoLb","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IGTLvpNPCmGOUI0D","name":"Tremor","type":"power","data":{"description":{"value":"

Prerequisite: Burst

\n

You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CsLjEyQtegNiXKIZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T0fMVgtW1bhXFHEU","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pwnp9sXYFBXSMxD4","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"b5CSIpWqYwtGujLi","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LqfAZBzRStFmYllq","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"krMJcA00yu31mxCd","name":"Convultion","type":"power","data":{"description":{"value":"

Prerequisite: Tremor

\n

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5lOXTZUiRmL7aZi9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"D0XOf2qFkY25v3jD","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"lHfb4DK4D2cjNhgO","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NgtMmP1qEzphehWQ","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dFnoVC3hSVsZPcmU","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"75QMmZjvZ0ErSL4C","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"EbTSiadW9xjwtbLl","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

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Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

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Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

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\"They're shutting down all the controls!\"

- Obi-Wan Kenobi, during the Battle of Coruscant

ManufacturerColicoid Creation Nest
ClassSabotage droid
CostNot available for individual sale
Width0,25 meters in diameter (in sphere mode)
Mass4 kg
Sensor colorRed

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.

Design and function

Buzz droids were intended to disable instead of destroy their targets. Since they were so effective when being deployed by droid tri-fighters, the CIS retrofitted a number of Vulture droids to carry them as well. The buzz droids also had simple maneuvering jets that helped them to move while still encased within their spheres. Once they came into contact with an enemy starship, they would use a magnetic leg to gain a foothold. The outer shell was coated with a heat dissipating alloy that allowed it to penetrate enemy shields; it was also constructed of shock-absorbing materials.

The buzz droid's design was based off the pisto, a pest that lived in tropical regions on the planet Colla IV. When pressed for more droids by the Confederacy, the Colicoids took their existing repair droids and modified them to be saboteurs.

They apparently communicated through chattering, as shown when a group of buzz droids cut off the dome head of R4-P17, Obi-Wan Kenobi's astromech droid, during the Battle of Coruscant.

In some instances, buzz droids were deployed against living beings such as enemy infantry, with gruesome results.

Each droid has a main eye and two secondary eyes used for additional spacial awareness, an x-ray sensor, an extendable probe capable of invading computer systems, and is powered by a reactor primed for self destruction.

History

\"I'm hit! Anakin?\"

\"I see them. Buzz droids.\"

- Obi-Wan Kenobi and Anakin Skywalker

Introduced around the same time as tri-fighters, sabotage droids were feared by Republic pilots. They were often deployed when Separatist commanders wanted to capture starships.

Their earliest recorded use was comparatively late in the Clone Wars, when the Venator-class Star Destroyer Renown was seized by the Separatists. The droids were led by a tactical droid, which dispatched a lone buzz droid to search for the Republic's D-Squad, which had boarded the ship and was in hiding. The buzz droid was seen, and led D-Squad to a swarm of buzz droids. R2-D2 created a perimeter of fire, and M5-BZ sacrificed itself to draw the buzz droids out an airlock and into the void of hyperspace.

Discord missiles were carried aboard tri-fighters at the defense of Cato Neimoidia. They were launched against Eta-2 interceptors piloted by Anakin Skywalker and his Padawan Ahsoka Tano. A discord missile expelled its complement of buzz droids, which attached to Skywalker's craft. he and his astromech R2-D2 knocked away several droids, but the remainder succeeded in causing Skywalker's starfighter to crash, although the pilot and astromech managed to escape.

Some buzz droids were deployed from a HMP droid gunship to attack a Nu-class attack shuttle that carries a entranced clone trooper Tup.

During the Battle of Coruscant, Obi-Wan Kenobi's Jedi interceptor was covered in a swarm of buzz droids, which destroyed his astromech, R4-P17. His former Padawan, Jedi Knight Anakin Skywalker, tried to save him by blasting the buzz droids off, which only resulted in the loss of most of Kenobi's port S-foil. Skywalker then tried to scrape the droids off, which destroyed most of the buzz droids still active at the expense of several more systems on both Obi-Wan and Anakin's respective craft. However, a lone droid scrambled over to Skywalker's interceptor. His astromech, R2-D2, destroyed the buzz droid by hitting it in its central eye with his built-in fusion-welder. The buzz droid bounced over his fighter and was sent jetting away when it fell behind the exhaust of his engines.

Skywalker and Kenobi later encountered buzz droids on foot as they explored the Invisible Hand as they searched for Chancellor Palpatine. The droids were effective against infantry, swarming their opponents and latching onto them. They were no match, however, for a lightsaber, as used by the two Jedi.

Buzz droids became a very deadly weapon once Darth Sidious gave the plans of the Galactic Republic's starfighters to the CIS, and proved effective at destroying these craft in battle. Following the execution of the Separatist Council by Sidious's new apprentice, Darth Vader, these units were deactivated.

However, the billions of buzz droids left behind at the end of the Clone Wars were later utilized to great effect in junk yards, while others were taken to droid gladiator rings.

Warning: The following section is non-canon within the Star Wars Legends continuity. It contains information explicitly released under the Infinities brand and/or confirmed to be non-canon by the author or Lucasfilm. Information exclusive to this section did not happen in the \"proper\" Star Wars Legends continuity.

In addition, during the early stages of the Galactic Civil War, several were also involved in an incident above Coruscant, where they also attacked a Star Tours-owned StarSpeeder 1000 that had fled from an Imperial-orchestrated raid at Spaceport THX1138, although R2-D2 had managed to drive them off.

Non-canon information ends here.

The next time they would be seen in combat was within the hands of the Zann Consortium, which utilized large quantities of these droids during the Galactic Civil War to bring havoc to enemy ship systems during combat. These droids would be deployed from upgraded StarViper-class attack platforms.

Weapon systems

\"R2, hit the buzz droid's center eye.\"

- Obi-Wan Kenobi to R2-D2

Although individual tools might vary for each mission, the little buzz droids that were used in the Battle of Coruscant carried the following weapons: drill heads, puncture and cutting blades, plasma cutting torches, circular saws, prying hooks, and picket and pincer arms. The buzz droids' three sensor eyes included multiple filters and X-ray sensors. Darth Sidious provided the manufacturers of the buzz droid with design schematics of Republic starfighters then in use for maximum efficiency.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While you are interfaced with this droid via the tracker droid interface tech power, when you roll a 1 or 2 on a damage die for a tech power while your droid is within 5 feet of you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/188_-_Pistoeka_Sabotage_Droid/avatar.webp","effects":[]},{"_id":"MGRkMWNlZGIzMDIy","name":"Pack Tactics","type":"feat","data":{"description":{"value":"

The droid has advantage on attack rolls against a creature if at least one of the buzz droid's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) ion damage

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When the Sith Reaver engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"ODUzZTcyNDUzNDM4","name":"Two Weapon Fighting","type":"feat","data":{"description":{"value":"

The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YjQ1YmZkNmIyNDFi","name":"Danger Sense","type":"feat","data":{"description":{"value":"

The Sith Reaver has advantage on dexterity saving throws against effects it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"entityorder":{"order":210}},"img":"systems/dnd5e/icons/skills/yellow_17.jpg","effects":[]},{"_id":"NmM5MTEzMDc0Yzcz","name":"Rage Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"MTk4NmMxZDI0ZWY2","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YTgxMDcyOGIyMjQz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Reaver

knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge

1st level: phase strike, hex

2nd level: dark shear, darkness, phase walk

3rd level: dark aura, knight speed, sever force, force scream

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"YzQ0MzE1NWZhMDZi","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OTdkZWU0NDdmN2Qz","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDBiMjNlZjcyMWUx","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"Yjc3YmU0ZDUwMTY5","name":"Off hand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OWJhN2RkMDQwMzgx","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"MDNlNGE3NjI5Mzhh","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"OWMxZTU4MmJiODEz","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/406_-_Sith_Reaver/avatar.webp","effects":[]},{"_id":"fsD275OWOOAYgfDi","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"NTG2tG2qYUKgLiv6","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"5yanWEwIdIg3GShP","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"XcJVysyB7Qz99u4B","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"ycEUE1NoaNqdxIUe","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wALqzMMUjH8ySIyP","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"lTFDF1TlUEciBCgX","name":"Dark Shear","type":"power","data":{"description":{"value":"

You create a weapon of imperceptible Force energy that lasts until the power ends. It counts as a simple lightweapon with which you are proficient. It deals 2d6 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack while within dim light or darkness, you have advantage.

\n

If you drop the weapon or throw it, it disappears at the end of the turn. While the power lasts, you can use a bonus action to make the weapon reappear in your hand.

\n

Force Potency. When you cast this power using a 3rd or 4th level force slot, the damage increases by 1d6 (3d6). At 5th or 6th level, the damage increases by 2d6 (4d6). At 7th level or higher, the damage increases by 3d6 (5d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vRl7zVJ9XwndAme3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Shear.webp","effects":[]},{"_id":"0p3H63wWYV1ZPax7","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"wrrDj2DXi7sNsP01","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wOgYsmEEFyDUeZWO","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"wMbXpXELshchVRlI","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Rnke2boUXV9XPqhK","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"o0dQTdFkyu2JidPs","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]}],"effects":[]} +{"_id":"m2400ECp1CRzX8lT","name":"Lylek","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"10d10+30"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"They're lyleks—armored insects, with stabbing limbs and poisoned tentacles. They hunt in packs, and they'll travel for days to get fresh food. We might kill the first wave, but we couldn't keep them back for long.\"

- Goll

ClassificationInsectoid
Distinctions
  • Spiked pincers
  • Powerful mandibles with a pair of tentacles

Homeworld
Ryloth
Habitat
Ryloth's equatorial forests
DietCarnivore

Lyleks were a species of large insectoid predators native to the equatorial forests of the planet Ryloth. With their spiked pincers and powerful mandibles with a pair of tentacles near it, the lyleks were the only Rylothian lifeform more dangerous than the predatory gutkurrs. Their ridged, spiked carapaces could deflect blaster bolts. Although the Lyleks lived in hordes, the bigger individuals often dismembered the smaller members of their kind. These hordes were led by a Lylek queen, and their elaborate underground nests could cover up to 15 square kilometers. They communicated by hissing, clicking and chittering. Their carapaces were tough enough to repel even heavy blaster fire, though a precisely aimed shot to the head could put one down.

A swarm of Lyleks attacked Emperor Sheev Palpatine and Darth Vader during their mission to Ryloth after their Star Destroyer the Perilous was shot down by members of the Free Ryloth movement. The two Sith Lords fought a running battle against hundreds of the insects before they were incidentally herded into the swarms central hive. There, they proceeded to kill the gigantic Lylek queen and slaughtered the hundreds of remaining drones.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":7,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","token":{"flags":{},"name":"Lylek","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/token.webp","tint":null,"width":2.2285714285714286,"height":2.242857142857143,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":11.214285714285714,"brightSight":11.214285714285714,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"m2400ECp1CRzX8lT","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmZjMDk5MDViODc1","name":"Tunneler","type":"feat","data":{"description":{"value":"

The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","effects":[]},{"_id":"OWVlZDMwZDU0NzAx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzRkYWQyNmYxZDgz","name":"Leg Spear","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/087_-_Lylek/avatar.webp","effects":[]},{"_id":"Y2E2YmUyMzZkOGE1","name":"Tail Stinger","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MTI2YWFmZjEyNDY4","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points.

The

sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: battle precognition, burst of speed, heal, project

2nd-level: force barrier, force enlightenment, stun

3rd-level: knight speed, share life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MDNkM2FmYTI4N2Vh","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"MmE2ZDIzZjc4ZjY1","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"OTUzZmRmNWRiYTJj","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/327_-_Jedi_Knight_Seer/avatar.webp","effects":[]},{"_id":"HRrIDowsHDUh0UjR","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ilhN5ZNZDTID0zyC","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"H1FbmyEaBHU73M8I","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XVDbE2UrMvMZnDAM","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tZXrh4Ypuqbgtu6x","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"YHgCGpFMQGnS2l2F","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"TEA11gy4VIFhEUVk","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"Bec5sZTXz3W5kh2e","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rq7ewsxgSWvtEtKF","name":"Force Barrier","type":"power","data":{"description":{"value":"

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T5nzsISIa6ep9YRX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"feYgMFJcAPsaDDfj","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OopcnB4t95orTomx","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RVXtTo6oKmLgTZfc","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"0yeTneO0evuyxLJ2","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"mEOjC00MzXrkzgDr","name":"Sith Mastermind","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":21,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"cha":{"value":27,"proficient":1,"min":3,"mod":8,"save":15,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"+2 Robes, 21 with battle precognition"},"hp":{"value":285,"min":0,"max":285,"temp":0,"tempmax":0,"formula":"30d8+150"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":88,"min":0,"max":88,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":285,"min":0,"max":285},"bar2":{"value":18,"min":0,"max":0},"senses":{"truesight":120},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.


A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.


The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.


Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

","public":""},"alignment":"Lawful Dark","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":24,"powerForceLevel":20,"powerTechLevel":0,"xp":{"value":62000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["necrotic","poison"],"custom":"Kinetic, Energy, And Ion From Non-enhanced Weapons"},"dr":{"value":["cold","lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned"],"custom":"Charmed Deafened"},"languages":{"value":[],"custom":"Galactic Basic, High Galactic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":2,"ability":"cha","bonus":0,"mod":8,"passive":32,"prof":14,"total":22},"ins":{"value":2,"ability":"wis","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"itm":{"value":1,"ability":"cha","bonus":0,"mod":8,"passive":25,"prof":7,"total":15},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":2,"ability":"cha","bonus":0,"mod":8,"passive":32,"prof":14,"total":22},"slt":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","token":{"flags":{},"name":"Sith Mastermind","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mEOjC00MzXrkzgDr","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWUyZDc5ODM3YWI1","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber

Reflect, Shock

1st level: battle precognition, disperse force, fear, hex

2nd level: drain vitality, force camouflage, hallucination

3rd level: force lightning, force suppression, improved dark

side tendrils

4th level: drain life, hysteria, shocking shield

5th level: dominate mind, insanity, siphon life

6th level: force chain lightning, mass coerce mind

7th level: force lightning cone, force project

8th level: death field, force link, maddening darkness

9th level: force storm, mass hysteria, master battle meditation

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"ZmU4NDNkNGIzY2M4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"YzliMGM2YmI0Zjg0","name":"Force Senses","type":"feat","data":{"description":{"value":"

Sith Mastermind has advantage on Wisdom (Perception) Checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"M2MxOTlkNTYzYWEz","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If Sith Mastermind fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"MTc0NWVhNDM4MmY5","name":"Precognition","type":"feat","data":{"description":{"value":"

Sith Mastermind casts precognition on himself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"Mzk5ODQ5YzhiZDgw","name":"Force Shield","type":"feat","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"N2YwOTY4NzBjM2Yz","name":"Lightning-Infused Touch","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (3d6) lightning damage.

The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NmIyNTg5ZDMzYTgz","name":"Dual-phase lightsaber (one handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":13,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"],["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"OWI2YWQwZDllYWIz","name":"Dual-phase lightsaber (two handed)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 10 (3d6) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":13,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"],["3d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NmQyMzQyNmZjOTc5","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"YjI2MWUzZmY1ODY4","name":"Melee Attack","type":"feat","data":{"description":{"value":"

.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"Yzc5ODhiZTI0NTQ3","name":"Frightening Gaze (Cost 2 Actions)","type":"feat","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"NTFlYTlkY2UzODhh","name":"Disrupt Life (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","effects":[]},{"_id":"tTaljtBagItyk5Fq","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"lP1ysZxoYUMOkDP9","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"A2VokdNKHnsG5Pgo","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"gIHUUk3jTn0ltdaM","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"GxcMavyr3SmdwSs0","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"TZIyDW0VZpSEdsuW","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"CpFEe56Stbntwxzl","name":"Disperse Force","type":"power","data":{"description":{"value":"

Prerequisite: Saber Ward

\n

This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ebWGew0oR2CG7S43"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a8D6lBjkoLErZHCd","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"dBIS1ZUz8FNp9JrJ","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"yAhLBgZ6R2Xn7dj2","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"xD4H0lQ0KhSnAsuK","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kJcJeY45uH9CQQhr","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"srjU5tFLPPzmYlIM","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"Ofoyzch0BBYoZP3H","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"5hJAGHVIo9U9NVoy","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"OAYMNkSQO18UbicA","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"UaHVfPnux1MBafcX","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"WA3nkysUISPElrWV","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"Duw1QXgE0oe3TZsG","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"T5uWNlHoSppCSipI","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"T7Y3TWLJOrqCEXr7","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"W9VnrGVPxN2Xfct5","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2330000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"eUCTrq3RAREdoCDI","name":"Mass Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2430000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.jmFTPxWQXJENvQtQ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IaARg9aMwblyuguQ","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2530000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]},{"_id":"zZ6a2MUHJXz2fHea","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2630000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LLhZv9vU7iPsxLoy","name":"Death Field","type":"power","data":{"description":{"value":"

Prerequisite: Siphon Life

\n

You draw the life force from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Siphon Life Power"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2730000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.InyoZTjdAijUms7e"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Death%20Field.webp","effects":[]},{"_id":"Q57OwhuBCTgsVQo4","name":"Force Link","type":"power","data":{"description":{"value":"

Prerequisite: Force Meld

\n

You create a telepathic link between yourself and a willing creature with which you are familiar. Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"any"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2830000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MEcTbI8Y4xotnJwl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dFjBbNqaXQNEX01L","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2930000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]},{"_id":"nQlEG6xgObaoYDNp","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3030000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"5j8V6h9NhHoWkRKB","name":"Mass Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3130000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3odfJsD1RezuxzDG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gvcoJF9JcaAPq7wG","name":"Master Battle Meditation","type":"power","data":{"description":{"value":"

Prerequisite: Improved Battle Meditation

\n

You exude an aura out to 30 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"cha","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3230000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wYU8UqUwJVpOQpRK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Battle%20Meditation.webp","effects":[]}],"effects":[]} +{"_id":"mJCP2121WNOhQ0dA","name":"Varactyl, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d10+2"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":150,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":10,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":50},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","token":{"flags":{},"name":"Varactyl, Adolescent","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mJCP2121WNOhQ0dA","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjRmMDczZDI5Njdk","name":"Trampling Charge","type":"feat","data":{"description":{"value":"

If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","effects":[]},{"_id":"MmE5MzhmYjY1MzM2","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/130_-_Varactyl_2C_Adolescent/avatar.webp","effects":[]}],"effects":[]} +{"_id":"mW6IFVJ3UOxRslgg","name":"ISB Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"light combat suit, medium shield"},"hp":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0,"formula":"8d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":44,"min":0,"max":44},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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The infiltrator halves the damage that it takes from an attack that hits it.

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The Officer makes two attacks.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage.

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The Officer rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

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The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the \"iron beast\" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.


Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.


Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

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The basilisk has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

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A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

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.

The basilisk makes three weapon attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 10 (2d6+3) fire damage

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.

The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

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The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points.

The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, dark side tendrils, fear, force

body, hex

2nd-level: darkness, force confusion, hallucination, phasewalk

3rd-level: force scream, improved dark side tendrils, knight

speed, sever force

4th-level: hysteria, force immunity, improved force

camouflage, shroud of darkness

5th-level: dominate mind, insanity, telekinesis

6th-level: improved force immunity

7th-level: ruin

8th-level: maddening darkness

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YjdmODc5ODljNDc4","name":"Force-enhanced strikes","type":"feat","data":{"description":{"value":"

The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

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The sith usurper has advantage on saving throws against force powers and effects.

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If the sith usurper fails a saving throw, it can choose to succeed instead.

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As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NWNjN2IwODI1OTk0","name":"Quickened Power","type":"feat","data":{"description":{"value":"

When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NDlhZDlhNjVmNjJl","name":"Twinned Power","type":"feat","data":{"description":{"value":"

When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"NTg2YmE0ZTlkYWZj","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YTA0ZDkwMzRiMmYw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Sith Usurper makes three attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZmNjODM2NDc5ZTFi","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"YmJjMDRjZjljOTBh","name":"Shadow Step (Recharge 5-6)","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"MThmNDhlNzg1NGJj","name":"Doublesaber","type":"feat","data":{"description":{"value":"

.

The sith makes a doublesaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"OTRmNTA1MTc5Mjg0","name":"At-will Power","type":"feat","data":{"description":{"value":"

.

The sith usurper casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"ZmZkODgxMTRjNjk4","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"OWFhMjAzMzVjODMx","name":"Shadow Step (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

The Sith Usurper recharges its shadow step action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","effects":[]},{"_id":"ysDMI3BvSILetCSo","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"Kkmh69CZdP0WfnaY","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"OGBNvZaZVe1W39hm","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"CS03ICAdgD6FUVQf","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"vQHPI1FlOGGduj2B","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"dd3HvtsNfv539o1W","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"rLFyDwdyjdP6l2dE","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"Q8NLIWqOpsO08Cbb","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"ZxmaNKP2qEDWrVwT","name":"Dark Side Tendrils","type":"power","data":{"description":{"value":"

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

\n

Force Potency. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XizLBCti6XKTlkmM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"4GFifyM0hDlxZNeG","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"aJibZYDceWsWxyuM","name":"Force Body","type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.iWTTNyNi2mwVDlUF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]},{"_id":"ESGXZcnKFwAlepl7","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"s680LCzpahjCMccy","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"1Nsl8naeaLsqTjFn","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"IJF279ELTdVOTFAQ","name":"Hallucination","type":"power","data":{"description":{"value":"

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs.

\n

The hallucination includes sound, temperature, and other stimuli, also evident only to the creature.

\n

The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends.

\n

While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

\n

An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

\n

Force Potency. When you cast this power using a force power slot of 3rd level or higher, the range increases by 20 feet, the image dimensions increase by 5 feet, and you can target one additional creature for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.B3wzjcXwEAfTxhQW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hallucination.webp","effects":[]},{"_id":"j8meojup4amaSZuq","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4ybiicdD8YVQoHqk","name":"Force Scream","type":"power","data":{"description":{"value":"

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.UTCkJSnF7R7V2bqF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Scream.webp","effects":[]},{"_id":"svCBYW9dTwDRy8Wx","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

Prerequisite: Dark Side Tendrils

\n

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"VMrY4HTiF2k0nV7N","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"P4eSggJsHsWyHM90","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eDQoMo0NyC6xRfUq","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"3ZoOVarrUf7HFUli","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"wgVEpFnhaPfRjfvE","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZEAbsGMPXruUUXxA","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"ivJsWTQwTvYWGswa","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"jxJki0Jc2QtEzW0Y","name":"Insanity","type":"power","data":{"description":{"value":"

Prerequisite: Horror

\n

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

\n

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
\n

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

\n

Force Potency. When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.VIi9ZD8Ha669UYRw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]},{"_id":"64Td2odOPJvMPoKS","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6LZiDrRid67vV0Mq","name":"Improved Force Immunities","type":"power","data":{"description":{"value":"

Prerequisite: Force Immunity

\n

An immobile, faintly shimmering barrier springs into existence in a 15-foot radius around you and remains for the duration. The barrier moves with you.

\n

Any force power of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the power is cast using a higher level force slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6xaiD7x8L4RLpXKv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Immunity.webp","effects":[]},{"_id":"e3CDNtlWInBwuxUC","name":"Ruin","type":"power","data":{"description":{"value":"

Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Wound Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tHwhXwiRAOciNqfO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Ruin.webp","effects":[]},{"_id":"jKmm7xyHcBEEWpbc","name":"Maddening Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Shroud of Darkness

\n

Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can’t illuminate the area.

\n

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.2EdyvNwmyRD9yhmn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]}],"effects":[]} +{"_id":"nGfvxojPzPzfwqPx","name":"Outlaw Archaeologist","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":1,"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":1,"min":3,"mod":7,"save":11,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":7,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"fi\u0000ber armor, 19 with tactical advantage"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":29,"min":0,"max":29,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

","public":""},"alignment":"Chaotic Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":12,"powerForceLevel":0,"powerTechLevel":12,"xp":{"value":8400},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Binary, Huttese, Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":1,"ability":"int","bonus":0,"mod":7,"passive":21,"prof":4,"total":11},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":16,"prof":4,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","token":{"flags":{},"name":"Outlaw Archaeologist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"nGfvxojPzPzfwqPx","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTllYTUxZmIxYjU0","name":"Legendary Resistance (3/day)","type":"feat","data":{"description":{"value":"

If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"Yjk2NWUwZjVhYWIy","name":"Practiced Liar","type":"feat","data":{"description":{"value":"

Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NDIwNjlkZDQ1NzAx","name":"Sneak Attack (1/turn)","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NTAyOGU5M2NhNmJm","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"NGVkMmE4OGUxZjY4","name":"Techcasting","type":"feat","data":{"description":{"value":"

The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks).

The Outlaw

Archaeologist has 29 tech points and knows the

following tech powers:

At-will: electroshock, encrypted message, mending, ward

1st level: element of surprise, holographic disguise, repair

droid, translation program

2nd level: hold droid, infiltrate, shatter, smuggle

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen

5th level: override interface

6th level: disintegrate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MmIwYmQ5M2VjZWMw","name":"Snap Fire","type":"feat","data":{"description":{"value":"

The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"OGE1NjkwMTAwMTM3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist makes two attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YjRhMTY2ODRiMTYx","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"ZjMwZjJhMWEzMWMw","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MWVlZWUyMWNjYjg5","name":"At-Will Power","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist casts an At-Will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"N2Q2NDc1Y2I0NWRl","name":"Move","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"YzQzYWI2ZTJmYmY4","name":"Cast Tech Power (Costs 2 actions)","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"MTc3MmVlMjRhODE0","name":"Boop (Costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) \u0000re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","effects":[]},{"_id":"JlLLpRtPC0fKj9pM","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"sc4BaLqnsbCxjkVk","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]},{"_id":"0wAYlPw12B8V0Wtt","name":"Cloaking Screen","type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3SB9A7cFFRezxu8Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp","effects":[]},{"_id":"jj5sJwo1rAu06jGU","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"bajGfBLND1yfohfX","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"zRiLnqYvyyMocU4d","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"1ePrf3hJQciEv68m","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"UQhBpg4YF7XSUZWF","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"viEHh649DB7KlhL0","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"BnnZTbcDxWl2ptW2","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"hzsFFOxpDn5VBTHF","name":"Translation Program","type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i1fB3zDVdoeIc7KB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp","effects":[]},{"_id":"yfIGDLoyPqtdKerR","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

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You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

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This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

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You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

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Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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\"Astromech C1-series. Obselete mechanism. No longer in production.\"

- EXD-9, to C1-10P

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
0,99 meters
Weight32 kg

The C1-series astromech droid was a model of C-series astromech droid manufactured by Industrial Automaton. They were used during the Clone Wars and the reign of the Galactic Empire, though by then they were considered antiques and had passed their manufacturer's expiry date a few decades prior. They had three mechanical arms to manipulate objects with, and featured an electrical arc welder. C1-10P, a droid nicknamed \"Chopper\" who served on the Ghost, was a C1 model, although he was mismatched after years of repairs and patch jobs.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"languages":{"value":[],"custom":"Speaks Binary, Understands Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","token":{"flags":{},"name":"C1 Series Astromech Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"nJstNaZPnCZXAA4V","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWM2MzQwYjZlMjg5","name":"Circuitry","type":"feat","data":{"description":{"value":"

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"ZWVlZmEzZTY5YjNh","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"MmI2YTM0YTIxMjBi","name":"Rocket Boost (1/day)","type":"feat","data":{"description":{"value":"

The astromech droid leaps up to 40 feet in any direction.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]},{"_id":"NGVhMjlhMjI2M2I1","name":"Shockprod","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/165_-_C1_Series_Astromech_Droid/avatar.webp","effects":[]}],"effects":[]} +{"_id":"nhegFjZ88xeZwjcB","name":"Killik Gorog Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"hardened carapace"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":16,"min":0,"max":0},"senses":{"special":"passive Perception 18"}},"details":{"biography":{"value":"

Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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DesignationNon-sentient
Average height12 cm
Average lengthNearly 1 meter
Distinctions
  • Eight legs
  • Four eyes
  • Venomous bite
Homeworld
  • Tatooine
  • Tocoya
  • Kirdo III (not homeworld)

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.

They were fast-moving scavengers and pests that lived in rocky, secluded habitats, particularly on Tatooine, as well as Tocoya and Kirdo III. Rock warts were usually solitary creatures, and often hid in shadows and attacked when surprised. They were nearly one meter long.

Among the nasty surprises to greet a weary moisture farmer returning to his hovel after a hot day's work could be a spiny rock wart that had crawled into the welcome shade of the home. Though not ordinarily aggressive towards larger animals, rock warts had a deadly neurotoxin that could kill a man as easily as the small invertebrate and lizard prey upon which the creatures usually fed. The lethal venom, administered by a bite to subdue fleeing prey, might just as readily be used by a surprised rock wart in its own defense, having been sat on or stepped upon in the dark. Misunderstanding or not, the unfortunate recipient of a wart wound was seldom alive long enough to care about the reason he was bitten.

In 32 BBY, as he led the Ghostling children to freedom through Mos Espa's subterranean sand drains, young Anakin Skywalker was attacked by a rock wart, but the fledgling hero escaped its venom by administering to it healthy jaw-clamping bites of his own.

Unidentified variation

Top zoologist Lyrre T'enna was unable to identify the species of a roadside creature that resembled the rock wart.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1d3-1) kinetic damage.

The target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

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Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors: Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Prominent Mand'alors: Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Prominent Mand'alors: Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the Duchess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being briefly captured by Saxon and Captain Hark who wanted Wren to improve the Duchess. Fortunately, Wren was able to make the Duchess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire.

After the destruction of the Duchess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.
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As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

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Mand'alor has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MmM1ODBjNDYyM2Rl","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"ZTNhYTRlYzc0ZTE1","name":"Combat Tech","type":"feat","data":{"description":{"value":"

When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"YzRhOGZmYTU1ZGJj","name":"Keen Hearing and Sight","type":"feat","data":{"description":{"value":"

Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MTliZDRkNDBkZjhm","name":"Jetpack","type":"feat","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"OGY3OTYxYjYxOWJi","name":"Improved Mandalorian Tech","type":"feat","data":{"description":{"value":"

Mand'alor deals two extra dice of damage with its weapons (included).

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While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"ZmViZGJjYTkxZDZh","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack,

temporary boost

1st level: energy shield, flame sweep, flash, spot the weakness,

tactical barrier, tranquilizer

2nd level: detect invisibility, electromesh, shared shielding,

smuggle

3rd level: explosion, kolto cloud, tactical advantage, tech

overide

4th level: ballistic shield, defibrillate, kolto reserve, scan area

5th level: immolate, paralyze creature

6th level: disperse energy, firestorm

7th level: greater sabotage charges, tactical superiority

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MWQ4MjY4NzBjMjBi","name":"Two Weapon Mastery","type":"feat","data":{"description":{"value":"

Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"MmU0ZGQ5YTk5ZTFj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"NTgyMTNlZmJkMjQx","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"Zjk2N2U5YmM4NjRi","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"YzYyNDNkZTQ5ZGVl","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","effects":[]},{"_id":"96t3RMJYR5zBLZc1","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"rYn4AS4HTcw3WvmK","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"CzjU4wEexqPrjgSN","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"qNkDyUYlUIGwysSt","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"Z74vaEuE3Tq3U1iT","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"wRsaV4TejFL7a1YG","name":"Flame Sweep","type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6aZ0FG6HwrUO28WF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp","effects":[]},{"_id":"ifK07sYY0CEmJfJc","name":"Flash","type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.lehdnXpBfIxK3c11"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp","effects":[]},{"_id":"0SL7Ft5Torgc1BpD","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"3hvbtZt9HQB9BQzV","name":"Tactical Barrier","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.RzBnmCbTfv3atGv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp","effects":[]},{"_id":"IonbG706Dt3MWWdF","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"CRoJbNqilAydiwJe","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"CtcUTQCF7GA9piiq","name":"Electromesh","type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QIbRAvOjWgTFkX7r"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp","effects":[]},{"_id":"31cGkO4ic4ZUcBbu","name":"Shared Shielding","type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c4SsNyGyxVhoTcT7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp","effects":[]},{"_id":"Pa702oTuli9K9Wqa","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"fg4Fdl58EQO3znvP","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"yTrc3sPxivtDkRXZ","name":"Kolto Cloud","type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.vo6OJqBxuOiyMyxX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp","effects":[]},{"_id":"27SJTEGeJcxIn6a3","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"fuMPHdgx5x2yRhvd","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"wXoahAq7rwuqUAQR","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"KuYu9fJgMwFkwemX","name":"Defibrillate","type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.73W8rKPEbN60y7L2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp","effects":[]},{"_id":"xrqtQmG7CeqrMtg2","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"EC80BjLUlWvdYlYC","name":"Scan Area","type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZFGBrIjKVhzOE7O0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp","effects":[]},{"_id":"0Hs595bMY1HLQ8z2","name":"Immolate","type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fc1XTRTpr4FjyCSw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp","effects":[]},{"_id":"ldJnxMrr4YbelEZP","name":"Paralyze Creature","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XkEm103IydE75jWD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp","effects":[]},{"_id":"FtlFCO0n0utMobMN","name":"Disperse Energy","type":"power","data":{"description":{"value":"

You have resistance to acid, cold, fire, lightning, and sonic damage for the power's duration.

\n

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.px6DKRGAVjyTh638"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DisperseEnergy.webp","effects":[]},{"_id":"CHXyNjTJ7xXRHV2U","name":"Firestorm","type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.3xsY1jAc9qw4t308"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp","effects":[]},{"_id":"BRJ7vgNME0Ffp98M","name":"Greater Sabotage Charges","type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cBi1Qb9wV9V6eIlb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp","effects":[]},{"_id":"PqvMrJKxjNYIgKNO","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

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\"The Geeaych-Seven: Four-time winner of the 'Silver Bantha' for excellence in industrial design.\"

- Excerpt from a Chiewab Amalgamated Pharmaceuticals sales manual

ManufacturerChiewab Amalgamated Pharmaceuticals Company
ClassClass 1 medical droid
Height
0,7 meters
GenderMasculine programming
Sensor colorBlue
Plating colorSilver

The GH-7 medical analysis unit was a model of medical droid in operation during the final years of the Galactic Republic. It was manufactured by the Chiewab Amalgamated Pharmaceuticals Company in competition with Geentech's 2-1B, and designed by a group of Columi.

The GH-7 was a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid had access to a range of medical duties, all the while wirelessly connected to the current medical facility's main computer. Also, it could serve as an assistant to an organic medic, as it was made so that all of its tools were easily accessible.

The GH-7 was used on many Outer Rim medical outposts, including the CIS facility on Boz Pity and the medical center on Polis Massa. Several decades later, the GH-7 would find use at the Aurora Medical Facility on Obroa-skai.

History

Chiewab Amalgamated Pharmaceuticals Company, though one of the galaxy's largest medical corporations, was not known for making droids. The company could have gained the opportunity to become a forerunner and lead player in the droid market, however, if it had not spun off its subsidiary unit, Geentech. Geentech soon proved too valuable to lose when the company introduced the 2-1B, but by then it was too late to claim copyrights on the valuable property. Before Chiewab could even have a chance, Industrial Automaton swooped in and absorbed the solo franchise. Ever since, Chiewab worked to make amends for the 2-1B with the GH-7, its best contender. Using a percentage of the company's vast profits Chiewab hired a droid design staff comprised entirely of the highly intelligent Columi. The intellectual species' love for logic and efficiency in engineering were qualities expressed in the creation of the GH-7. However, Core World medical facilities continued to purchase the more sophisticated 2-1B or the broader MD-series medical specialist droids, making the Outer Rim a more welcoming market for the droids.

After Padmé Amidala was injured by Darth Vader on Mustafar, she was taken to a medical facility on Polis Massa. There, this soft-spoken medical droid bore the news from the silent Polis Massan medics who worked diligently to save Padmé's life. Though they found nothing physically wrong with her, for reasons they could not pinpoint, she was losing her grasp on life. However, this news was mingled with hope for those present, Obi-Wan Kenobi, Bail Organa, and Yoda; the Senator was pregnant with twins. Though the Polis Massan medics were unable to save Amidala's life, she did give birth to twin infants, Luke and Leia, giving these children a chance at life. A GH-7 unit also assisted in treating the injuries of Jedi Padawan Zeami following the Battle of Coruscant.

Design

The GH-7 was a premier medical droid typically found in some of the better-equipped hospitals and as a personal physician to the wealthy. The GH-7 was designed so as not to mimic any known species to ensure that a wide variety of aliens were comfortable being treated by the droid. The design settled on had a roughly humanoid torso, three main limbs, and a central head unit. The droid was kept easily customizable to account for last-minute emergency needs and use with non-Human races and was equipped with a heuristic processor to allow it to learn new techniques. A slit in the droid's chest also served as a hologram projector, which had the capacity to generate life-sized holograms of a patient in order to better illustrate the steps of a complicated procedure. A separate equipment tray was built into the droid's \"crest\", which held such tools as scalpels, bone spreaders, and other diagnostic tools. Everything on the droid's body was arrayed to allow for easy access. The droid was mostly gray and black, with a bright green holoprojector, display, and photoreceptors, and a blue symbol on the droid's chest to mark the analysis chamber.

On the droid's left hip was a black, L-shaped tray with another, smaller tray slightly above that. In addition to these, the droid boasted a specimen rack that protruded from its side and held sample jars or vials of live cultures. Repulsor fields kept the sensitive liquids perfectly balanced to inhibit spilling.

The droid's torso sported three dexterous arms, two of which were connected to the shoulders and were single-hinged, with three dual-hinged manipulators. The third protruded from atop the right shoulder and was also single-hinged with two dual-hinged fingers. These three limbs allowed the droid to perform various delicate tasks, from collecting specimens to hypodermic injections. A fourth, less-noticeable arm housed a testing probe. This arm was used when analyzing a biological sample to insert the sample into the droid's built-in analysis chamber capable of two kilograms of storage.

The head of the droid was a hammer-headed shape, with a flat \"face\" and a long sloping crest at the back of its head. A wire connected the crest to the back of the droid. Its photoreceptors were wirelessly linked to the medical mainframes of its current facility, as well as doubling as bioscanners and functions that included parallax brainwave readings as well as enabling the droid to see in dim lighting. A disc-shaped display screen exhibited video or pictographic information regarding the GH-7's testing results and its diagnostic conclusions. A comlink was built into the droid for communication over distances.

The design of the GH-7 was so successful that it won the Silver Bantha for excellence in industrial design four times and was recognized for its humanitarian work.

The GH-7 cost 4,840 credits, a price that made it rare to find on poorer worlds, though some patrons donated them to hospitals or clinics on fringe worlds or to serve as relief workers.

Programming

\"Medically, she is completely healthy. For reasons we can't explain, we are losing her.\"

- A GH-7, speaking of Padmé Amidala, to Obi-Wan Kenobi, Yoda, and Bail Organa

The GH-7 was programmed with considerable intelligence, enabling the droid to act as a diagnostician, a surgical assistant, anesthesiologist, and hematologist. The GH-7 was also automatically programmed with the ability to speak Binary and was able to interface with a computer. The droid was, unlike most medical units, transported on and provided mobility by a single whisper-quiet repulsorlift cell for maximum mobility in an operating room and a crowded hospital and to reduce contact with potentially contaminated surfaces.

The droid was programmed with a gentle, calming voice meant to soothe both the patients and their companions alike, in conjunction with this, the GH-7 was programmed with a high degree of compassion, such that independent GH-7s sought work in poor or troubled regions and attempted to heal whatever ill being it came across. It was also programmed with several mannerisms meant to give it a more benevolent and approachable feel, such as gestures or subtle movements or raises in pitch. Its largish head, while echoing the Columi's similarly oversized skull, gave the droid the look of a child, making it seem less threatening, as did the lack of any sharp edges and the rounded appearance. The droid was also inherently programmed with the physician's code and strong prohibitions against harming any intelligent organic being. This was so engrained in their programming that the droids were incapable of engaging in combat except to protect their patients, and even then only utilized weapons set to stun when against an intelligent, living target.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/170_-_GH-7_Medical_Analysis_Unit/avatar.webp","effects":[]},{"_id":"YWRkYzkzZWIzZDk5","name":"Medkit (1/rest)","type":"feat","data":{"description":{"value":"

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As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

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As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\"

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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If the Gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

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The Gunslinger adds 2 to its attack rolls with blasters.

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The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

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The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech

points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot

1st level: element of surprise, energy shield, homing rockets,

tracker droid interface

2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,

translocate

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen, kolto reserve

5th level: cryogenic spray

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The Gunslinger has advantage on saving throws against tech powers.

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The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"ZTRlMmM0MzA1MWQx","name":"Heavy Blasters","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"OTkyM2Y4ODhjYjc0","name":"1...2...3! (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"MTgzYjA5YThiMzA5","name":"Thermal Detonators (3/day)","type":"feat","data":{"description":{"value":"

.

The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/274_-_Exchange_Gunslinger/avatar.webp","effects":[]},{"_id":"tBhczP95Y4qbbJ7W","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"8XbpGkYTwfg1Vrbg","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"zkpfWMYNZn1OgjIn","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"zMF1KXzqQjWowa4I","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"qacinPaOSERxoqw5","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"tBrTxHQBXw4kAJ7o","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"Uz2Qdh0apIcFTcsW","name":"Tracker Droid Interface","type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":810000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PopHJSVZq9t1FFf5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp","effects":[]},{"_id":"kUM6WKR0YUt7dAUW","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":910000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"zfHE74OtTi7tA9NF","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1010000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"oT2HlLFyiSYWVjNN","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1110000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"uAJEqq6pAGHOa71Q","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"GxGnrN3zzmPKWpn7","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"JjzwWnSvJ2HQsbow","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

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You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

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You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

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A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

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A creature killed by this power becomes frozen in carbonite.

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Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

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Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Blackarm makes two attacks, either with its Greater Shoni Spear or its Outland Rifle, and uses Incite Rampage if it can.

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Melee Weapon Attack +5, Reach 5ft., One target. Hit : 6 (1d8+2) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage

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One creature the Kolkpravis' Blackarm can see within 30 feet of it can use its reaction to make a melee attack if it can hear the Kolkpravis Blackarm and has the Rampage trait.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +12, Reach 30 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 10 (3d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

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Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"As sure as it is my duty to remain loyal to your command, I also have another duty. To protect those men.\"

- Clone Captain Rex, to General Pong Krell and referring to the clone troopers under his command

GovernmentGalactic Republic
Organization
  • Republic Military
    • Grand Army of the Republic
    • Republic Navy
Position typeMilitary rank
Duties
  • Command of a company
  • Command of a starship

A Clone Captain, also known as clone trooper captain, was a rank held by clone troopers in the Galactic Republic's Grand Army who commanded companies of 144 troopers, although this limitation did not apply to every captain. The sixteen captains of a regiment were in turn led by their respective Clone Commander, or in some cases, a Jedi General. Standard Phase I captains wore armor featuring four maroon circles on the left chestplate as well as a stripe of maroon down the length of each arm, vertically up the middle of the helmet and laterally around the visor.

CT-7567, also known by his nickname \"Rex,\" was a respected and notable Clone Captain who led the 501st Legion and the legion's Torrent Company. He often took orders directly from Jedi General Anakin Skywalker, and served as Skywalker's first in command. Rex also had authority over Execute Battalion and Carnivore Battalion of the 501st Legion.

In the final moments of the Clone Wars, Clone Captains were ordered by Supreme Chancellor Palpatine to betray and kill their Jedi Generals.

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The captain has advantage on saving throws against being frightened.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Homeworld
Dagobah
HabitatSwamps

The Spotlight sloth, or spot-light sloth, or Dagobah swamp sloth, was a large furry mammal native to the swamps of Dagobah. The sloth was covered in a waterproof greenish-brown fur. They were so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These \"spotlight\" patches, when revealed, were used to induce plants and fungi to unfold and/or burst. The sloth would then use its small paws to quickly stuff food in to its toothless mouth.

Spotlight sloths favored fresh, succulent flowers along with the berries of the lahdia plant, but willingly ate other plants if necessary. In turn, sloths were preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger could knock out an unlucky sloth.

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The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

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In planet-based military organizations, a sergeant was a non-commissioned officer ranking above a corporal and below a Warrant Officer. Sergeants served as squad leaders, or as assistants to commissioned officers commanding larger units and formations. Sergeants formed the backbone of the Imperial Army. The rank of sergeant was also a part of the Sith army in the New Sith Wars. Darth Bane was once a sergeant. In the ranks of the Mandalorian Protectors, the rank of sergeant was called ruus'alor. The rank could and would also be utilized by members of a law enforcement agency.

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Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 7 (1d12+1) kinetic damage

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For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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The infiltrator has advantage on attack rolls against any creature it has surprised.

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The infiltrator has advantage on saving throws against being frightened.

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As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

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The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The infiltrator deals one extra die of damage with its weapons (included in the attack).

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While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZmU3M2EyNTk4ZGMy","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZjNlZDY1ZGI5MTNh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"NjY0M2Q5YzlhMTAy","name":"Tech-Casting","type":"feat","data":{"description":{"value":"

The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted

message, minor hologram, rime shot

1st level: alarm, element of surprise, gleaming outline, smoke

cloud

2nd level: concealed caltrop, infiltrate, smuggle

3rd level: invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"MzVjOWFiYjMzMGRj","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZDVhODMwZmE1YTgz","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"MGQyMDU5ZDUzN2Iw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The infiltrator makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZjczODA0ZDBkYjE4","name":"Sniper Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 150/600 ft., One target. Hit : 18 (2d12+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZWY1NzM3NjExMTA3","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"YWM2MzIxYzYzODAw","name":"Bite","type":"feat","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"ZTM1YzgzNmI4NmZi","name":"Tail","type":"feat","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"Zjc5NGRmZDg1ZmEz","name":"Lightning Storm (Costs 2 Actions)","type":"feat","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","effects":[]},{"_id":"BqqabRLR3GBsq1VT","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"tCQVQvzYjletbLoR","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"hpjqzJPlBriJtO5T","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"hrJhWYku05wOh7Qu","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"BE6kvxi8uz9wS7Mi","name":"Rime Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.i6VsaYG9PEr8NP1I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp","effects":[]},{"_id":"ABLKOUcyu4GmrhXv","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"m6fv2PUL5NcoxpZ2","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"lwsYj2WrsP3xPPEv","name":"Gleaming Outline","type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zBQIDrnkr3L6URgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp","effects":[]},{"_id":"UD76tvUDnylEH7o7","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1070000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"w8WNROvyybj4LwRS","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"vW3rxZRs2p5U7Dcn","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"4whBD8pLev67t7DF","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"lcmzRnuaiGpBRJ4c","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.hyh01gHWyf5MVpdm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp","effects":[]}],"effects":[]} +{"_id":"pIFslO0SA2MB45gk","name":"B'omarr Brain Walker","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":54,"min":0,"max":54,"temp":0,"tempmax":0,"formula":"8d8+16"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":54,"min":0,"max":54},"bar2":{"value":14,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"

\"You seen that new VT-16?\"
\"Yeah, some of the other guys were telling me about it. They say it's… it's quite a thing to see…\"

- KE-829 and his partner aboard the first Death Star

Manufacturer

Arakyd Industries

ClassSecurity droid
Height1,5 meters

The BT-16 perimeter droid, also known as the VT-16 (or B'omarr Brain Walker on the version equipped with brain jars) was a bulbous, spider-like droid manufactured by Arakyd Industries.

Characteristics

The BT-16 came equipped with highly sensitive sensor packages, including a Fabritech seismic reader and a Carbanti motion detector. It was armed with a Taim & Bak repeating blaster cannon. The droid also featured a TranLang I Communication module and a vocabulator, though it was only able to speak droid languages.

History

\"A fanatical religious organization that believed they could achieve true enlightenment by having their brains surgically removed and placed into spider droid bodies.\"

- Mayor Mikdanyell Guh'rantt, about the B'omarr Monks.

These droids were used by the Galactic Republic and later the Galactic Empire.

Early production runs reused the chassis of the TS-Arach series Pest Control Droid before the six-legged design was introduced. The B'omarr Monks used these droids to carry brains of those who had achieved \"enlightenment\". The droids were occasionally equipped with vocoders, and lived in Jabba Desilijic Tiure's Palace until his death. The walkers generally went unarmed while carrying a brain, and had trouble doing anything beside walking.

One of the modified B'omarr version, seemingly without a brain, was present on Jib Kopatha's home, Void Station, in 0 ABY.

","public":""},"alignment":"Any Dark","species":"","type":{"value":"construct","subtype":"","swarm":"","custom":""},"environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["charmed","frightened","paralyzed"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/avatar.webp","token":{"flags":{},"name":"B'omarr Brain Walker","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"pIFslO0SA2MB45gk","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NjAwZjkwZDZiM2I0","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The B'omarr Brain Walker makes Two Mind Thrust attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDE2Nzc2ZjAwNzE0","name":"Mind Thrust","type":"feat","data":{"description":{"value":"

.

One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/151_-_B_27omarr_Brain_Walker/avatar.webp","effects":[]}],"effects":[]} +{"_id":"pN23tHi6xgtAEa6i","name":"Hyena-Class Bomber","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"They targeted the south support! What are those fool droids doing?!\"

- The Keeper questioning the Hyena bombers

ManufacturerBaktoid Armor Workshop
Class
  • Bomber
  • Droid Starfighter
Cost23.000 credits
Length12,48 meters
Height/depth3,1 meters

The Hyena-class bomber, also known simply as the Hyena droid bomber, Hyena Droid or Hyena bomber, was a droid bomber used by the Confederacy of Independent Systems as a heavy ordnance craft during the Clone Wars. The Hyena bomber also was used as a fighter, but only when needed. Due to its restricted availability, the Hyena-class bomber was missing in many key battles. The bomber saw service in different campaigns on planets such as Christophsis, Falleen and Ryloth.

Characteristics

The Hyena-class bomber was similar in design to the Vulture-class fighter, but had a broader fuselage and two \"head\" units. Unlike the Vulture Droid, the Hyena bomber's wings separated in the middle while in \"walker\" mode. Underneath the second, immobile head, there appeared to be a red photoreceptor protruding from the blue hull. The Hyena-class bomber was capable of carrying four proton bombs, six proton torpedoes and six light concussion missiles inside the bomb bay beneath the hull. The Hyena bomber also carried two light laser cannons which eliminated the need for fighter escort.

Roles

The Hyena-class bomber was originally designed as an air-to-surface bomber. With its twin laser cannons and maneuverability, the Hyena bomber also was used as a fighter but only to support other fighters.

History

\"It appears a surrender is unnecessary. We will all perish for the glory of the Separatist Alliance.\"

- Wat Tambor to Mace Windu, as Hyena bombers approach

The Hyena bomber was first introduced in 22 BBY as a cheaper, more maneuverable bomber by Baktoid Armor Workshop at the beginning of the Clone Wars. Ten of these bombers were first stationed aboard the flagship Invincible of Admiral Trench during the blockade of Christophsis. They were later used to bomb the surface.

The Hyena-class bombers were seen during the Battle of Falleen, early in the Clone Wars. The Separatists completely eradicated the Republic force stationed there and proceeded to attack the fortress of the King. There, they shelled the capital, but could not penetrate the defensive shield surrounding the palace of the Falleen King.

After a Separatist Starship flew over Florrum, the Hyena bomber proved itself as a fighter. The Separatists deployed Hyena bombers along with other droid starfighters with the mission to shoot down Aayla Secura's recon ship that was tasked with a recon mission. The gunship shot down all of the bombers and other craft including Bounty hunter Shahan Alama, then returned to Secura's ship.

The Hyena-class bombers also found use during a battle on planet Kadavo. Lead by Asajj Ventress in her ship the Trident, a squad of bombers was tasked with destroying a Kadavo slave processing facility. The bombers managed to take out one support cable causing the structure to become unstable and toppled several Togruta slaves into lava. The bombers then turned around and began to attack again, but were then destroyed when a Clone trooper shot a proton bomb underneath one of the bombers. After having her bomber squad destroyed, Ventress requested more from General Grievous who was in the process of retreat. Ventress then proceeded to attack but was forced to follow Grievous in retreat.

Bombers were also in use during the Battle of Ryloth. First, Hyena bombers were ordered to carpet bomb all of the Twi'lek villages, as a last ditch effort to destroy what couldn't be taken. While regrouping, Commander CC-6454 witnessed one of these attacks and reported it to General Mace Windu. Windu then ordered Anakin Skywalker to take a Republic squadron and eliminate the bombers. Before Separatist leader Wat Tambor fled the city, his Tactical droid ordered a nearby group of Hyena-class bombers in flight to destroy the capital city of Lessu, and Tambor himself. The bombers were in sight of the city but were destroyed at the last second by Skywalker and Ahsoka Tano.

Hyena bombers were also used by HELIOS-3D in his Droid Army over the planet of Iego. They attacked a lone scout fighter sent by General Kenobi to report on the mysterious activity in an area called \"The Thicket\". The lone fighter destroyed the bombers and other droid forces sent by HELIOS-3D. The fighter returned and Generals Skywalker and Kenobi began to board HELIOS-3D's capital ship. After having his forces defeated, the droid transferred his consciousness into a B1 battle droid and left his body in his command ship.

These bombers were also present at the Battle of Malastare, where they attacked Republic AT-TEs and other targets. Many of the Hyena bombers were shot down by stun tanks but the disabled bombers ended up crashing into Republic armored columns, achieving much the same effect, weakening the Republic forces during the battle. It was only the use of the experimental electro-proton bomb that secured a Republic victory, although its use awoke a fearsome Zillo Beast.

Hyena bombers were commanded by Ventress in the Battle of Sullust against a Republic fleet led by both Skywalker and Kenobi. After Ventress personally joined the battle and engaged the two, Count Dooku was ordered by Darth Sidious to have his elite assassin eliminated. TJ-912, the tactical droid in charge of Ventress' forces, was assigned this task by the Count. After ordering her destroyer to fire upon the command ship where Ventress and the two Jedi dueled, TJ-912 contacted one of her bombers and ordered it to calculate its flight path to terminate in the flagship's main hangar. The bomber then flew directly through cannonfire and went flying on its suicide run into the hangar as commanded, crashing and almost hitting Skywalker, Kenobi and Ventress, who barely managed to jump out of its way. Despite the immense damage to the command ship and the suicide bomber, the three combatants were able to escape the dreadnaught's destruction.

During the Battle of Dathomir several landing craft and Vulture Droids launched from the Separatist supply ship and headed towards Dathomir. Soon when the battle started Ventress saw droid fighters in the sky. A couple of Hyena bombers bombed the surface of Dathomir, damaging the entrance to the Nightsister fortress.

Hyena bombers were also seen in the battle of Scipio. The Hyena bombers were used for the first attack on Scipio. The Vulture Droids and Hyena bombers flew on to the planet and bombed the cruiser and then stayed there with the Vultures. Soon when Anakin lead his attack on Scipio, a squad of Z-95 Headhunters lead by Hawk headed to the Separatist ships. Several Vulture Droids and Hyena bombers launched from on top of the Count Dooku's Dreadnaught and his Separatist supply ships. The Hyena bombers passed the Headhunters while the Vulture Droids engaged them. When Count Dooku retreated with his ships, the Hyena bombers and Vulture Droids left too while Anakin and his gunships passed. When Anakin's gunships were closer to the landing platform on Scipio, Several Vulture Droids and Hyena bombers that stayed launched and headed towards the Gunships and Hawk's fighters. The Hyena bombers were destroyed at first which then only left the Vulture Droids to engage the Headhunters.

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The bomber has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The bomber deals double damage to objects and structures.

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The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.

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The bomber makes two light laser cannon attacks or two slam attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 42 (5d12+10) energy damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 16 (3d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +2, Range 300/600 ft., One target. Hit : 11 (2d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

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When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

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When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

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The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points).

The Bounty

Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation

1st Level target lock, tracer bolt, absorb energy, energy shield

2nd Level translocate, infiltrate, smuggle

3rd Level explosion, cryogenic suspension

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGU2YjkxMTQ1ZWU0","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"],["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"YTQ0YzI0MTAxMDhi","name":"Heavy Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"NTI5MmY3NzUwOGFl","name":"Disruptor Rifle","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"NDBlMWFiMjA5ZWE4","name":"Carbonite Blast (Recharge 5-6)","type":"feat","data":{"description":{"value":"

.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/272_-_Bounty_Hunter/avatar.webp","effects":[]},{"_id":"em598OuB06cNTXi7","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":190000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"j08JrG9KdrFTOfhy","name":"Targeting Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":290000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1yKxIAEkqLdo8DDy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp","effects":[]},{"_id":"z9lkvPS7OrSJknNf","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":390000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"E25Eq99LGLQFKqAZ","name":"Target Lock","type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":490000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tAR395yRyPA5bWw3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp","effects":[]},{"_id":"CTEkhhzzxU9TI1BV","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":590000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"oSfXPVJTdSsng76X","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":690000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"8umz3TrGZq5LEObx","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":790000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"nb1fJWRRrYoTKfIG","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":890000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"yyAn4t97qXo4yw2p","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":990000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"7ejF4Y2V2uYC7Ryk","name":"Smuggle","type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1090000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d8xd9jPHRHF0WEgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp","effects":[]},{"_id":"3WDHYbhWIqRq2tlG","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1190000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"LZZm4dr5CjezLlzn","name":"Cryogenic Suspension","type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

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Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own territory and sector. 

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Dexterity saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

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While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

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The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

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When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

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The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MmJiNWVjNzIxNWVm","name":"Vaapad Strike","type":"feat","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"NDcwYTI4MmY2YzM1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWFkZGFiNjg3Mjkw","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["1d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YzI4ZWQ5MTFiOTYy","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MzNkMzg1NzNkY2E0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YTg2NGQ3NzlkZDQ5","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"ZWIyN2FmY2E3NDdj","name":"Martial Lightsaber","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"u8Xgv8GJdHqIL1Oq","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ryi5MCnOvB2JNSFR","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"wSpv6BZRUt3Wowpd","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WK9DZChW7dKpZH8Z","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"qR6Vx7P1FZNUiaxy","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"u7bL8gjYT6YDuR1t","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UNxGj6TYwM866S65","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oqbO04EX5WDKE1LJ","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xbgpN1Jz9gqmzDR1","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QDvgQ6HMreBC55rE","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"u320MVukzT7Vdg4G","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VY0Y3gN6GVN4BpXE","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RFQl3ZuWxhZsf4yF","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ffr7s9Q6VCL6VvwC","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8qHIsru4N33uuZS0","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"cnHsxcUJIcT3oc53","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J1QBvWCzwZxTeFF6","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vMGX2JNzj0vZ4sid","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"0Mbd8lC0h6wZCWZy","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8Gu9t8VnINXYHN4W","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"RWZerpZsK41CVJvV","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} +{"_id":"q6VLvC901RvRuPSg","name":"000 Series Protocol Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3,"yXqD5rPwgjXHtqeZ":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":11,"min":0,"formula":"armor plating"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 +5"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":11,"max":0},"points":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0},"level":5},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":11,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false},"powerForceLightDC":11,"powerForceDarkDC":12,"powerForceUnivDC":12,"powerTechDC":12},"details":{"biography":{"value":"

\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"droid","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":450},"source":"Roll 20","race":"","class":"","powerLevel":2},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","diseased"],"custom":""},"languages":{"value":[],"custom":"All Registered Languages"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12}},"powers":{"power1":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power2":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power3":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power4":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power5":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power6":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power7":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power8":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power9":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0,"fmax":0,"fvalue":0,"tmax":0,"tvalue":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceUnivDC":"","forceDarkDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","token":{"flags":{},"name":"000 Series Protocol Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"q6VLvC901RvRuPSg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTM1NzE4M2JjYTYx","name":"Techcasting.","type":"feat","data":{"description":{"value":"

The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"MDg1YzU1ZWIxMGIy","name":"Tortuous Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"CraODxT320kaRdDH","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"fb4H2sSSG40TQHex","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"j5531jRddUYxeO1m","name":"Venomous Strike","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xs0igvxRAzGwZqik"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp","effects":[]},{"_id":"FMPo1lrIxRzKpLR4","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"uVQDVsfBiGvo1t3d","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"XJEv8qwMixQoyrAw","name":"Toxin Scan","type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gu0quvGXQMeqePqd"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp","effects":[]},{"_id":"Dyh8sdEhR6rAgHpp","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"Ea9DbzPLunfkpiaw","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"neTgc8DpqXsoIkKm","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"BvoN20CHqmLmSu8d","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]},{"_id":"PmBaO0hHeF1EY2RW","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

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Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZjA5MGI3ZTQ2YmNk","name":"Cunning Action","type":"feat","data":{"description":{"value":"

The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZmM4YzUwY2NhZTRl","name":"Force Enhanced Attacks","type":"feat","data":{"description":{"value":"

The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"YWMzZDViZjZmZjQw","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZDczNTNmNTY4ZGNl","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"YzdkZjBiMTk2MDNi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZGJjYzliMmUwMjRl","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The jedi makes two lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDI3ODc2Mzg2MDE2","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"u4MqrNOajvDWyZ93","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"tBF6dd8YMAnADyId","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"R8WSsqbmr22oDq0m","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Iaa2ztyCAmp0qPJh","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"1TbKY6NlPv178FO9","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CLdfH6fIYWWKZv1I","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yo0ykhcV7sWGvBA4","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4orOkCohVrSFQgVz","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K8XXAaesIIATfzk6","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"g7t7zEXBLP9grvLz","name":"Share Life","type":"power","data":{"description":{"value":"

Prerequisite: Give Life

\n

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oN7iZhHB07ZbfCMF","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"lpPdYJ8CAepBF0rp","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"i2mcb5puUuE4JBxy","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SBkz7ljNSqLHC2QL","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4bWwD9HYaHkmmxvG","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"TLXi6rsB5PCttJGt","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"qJDdAEfLTt55U00W","name":"Sith Cyborg","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":25,"proficient":1,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":1,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":1,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":23,"proficient":1,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"+2 Heavy Durasteel armor, 22 with knight speed"},"hp":{"value":346,"min":0,"max":346,"temp":0,"tempmax":0,"formula":"33d10+165"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":57,"min":0,"max":57,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":346,"min":0,"max":346},"bar2":{"value":20,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

","public":""},"alignment":"Lawful Dark","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":23,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":50000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Posion, Kinetic, Energy, And Ion From Non-enhanced Weapons"},"dr":{"value":["fire","cold"],"custom":""},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["blinded","deafened","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese, Bith, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","token":{"flags":{},"name":"Sith Cyborg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qJDdAEfLTt55U00W","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWZjYzNkNGY5MjJl","name":"Channel the Darkness","type":"feat","data":{"description":{"value":"

As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ZDNhMzY5NDI0NDkw","name":"Double Vision","type":"feat","data":{"description":{"value":"

During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODAwMzlmNDFlOGU3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull,

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OWI3ZmQxMTk1OTY4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MjkzOWU4ODdlNjVl","name":"Force Senses","type":"feat","data":{"description":{"value":"

Sith Cyborg has advantage on Wisdom (Perception) Checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MGUzMmVlYjAzMTE1","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If Sith Cyborg fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODNkMjQ4ZTIyYTNm","name":"Scornful Rebuke","type":"feat","data":{"description":{"value":"

When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NGY4OTc2MWI2YjU0","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"Njg1ZGQyM2Y0ZTlj","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YmJiNDQxY2Y3NmVi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDU4NzllNjUyMmE4","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YTkyZDFiOWI4ODQ0","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","energy"],["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MDIzZjBmNmNlZGQ3","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MDlkZTZiODk5NmMx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NjAyNGRkMTVlMTE5","name":"Force enhanced Greatsaber (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OGJhNGFlYWM1YzRh","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"VjOfdWULjBHcQnGO","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sc9ZAvLq0cxP2hYD","name":"Master Force Scream","type":"power","data":{"description":{"value":"

Prerequisite: Improved Force Scream

\n

You emit a cacophonous scream imbued with the power of the Force. Each creature you choose within 60 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage, 6d6 sonic damage, is deafened, knocked prone, and blinded for 1 minute. On a successful save, it takes half as much damage and isn’t deafened, knocked prone, or blinded by this power.

\n

A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"],["6d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b0fmnYMO3bLtarhk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Scream.webp","effects":[]},{"_id":"7Xi3bufmaU5rFeUG","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Burst

\n

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"znIQFhrm0tsDqVdk","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"GiKPf8QXfM0zLCq4","name":"Master Speed","type":"power","data":{"description":{"value":"

Prerequisite: Knight Speed

\n

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"cmq5iY7urluULIy8","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uJTjsJLjaAba4laM","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"gYgOkYzAHFxTXU5o","name":"Siphon Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Life

\n

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YmlSytqPjPFjVmCv","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fnJfTsEyQu4jLB6O","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"A9tr9EGYJtBOtpY9","name":"Drain Life","type":"power","data":{"description":{"value":"

Prerequisite: Drain Vitality

\n

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"cBHBAohwHSsqY256","name":"Hysteria","type":"power","data":{"description":{"value":"

Prerequisite: Hallucination

\n

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"fVpny7tSPtCoQ8CR","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

Prerequisite: Darkness

\n

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"9dIUrOYiIUKpAdp2","name":"Horror","type":"power","data":{"description":{"value":"

Prerequisite: Fear

\n

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"tszEKGcVFh063F6c","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Oq7FJqs5gsbpZlf2","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"rTbZNdFZNFPym7sM","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"MZYYA4wCPXczl9gb","name":"Drain Vitality","type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"neAK940UJlebMmhl","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eNidIf4K5UKRrzq0","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a9zILHN5PIbAM1oC","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1MyR30xOH0lhhXdw","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"9f2lIQzLy4ZKaoPm","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"go799MlJhhg9kp2i","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"XSx5aDiC0Tffx0Av","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"ovNSY8b4czIN7ixj","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"iC3sEZecFJRYetV8","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"5nkRecCXNoZGV1A5","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"H3ZzSLg7mqhSSHko","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YxkPZRlVALzjW1KD","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"onHTFpGImkZdSpXz","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]} +{"_id":"qaKgiaMuH4WK4Xr2","name":"Bor Gullet","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"19d10+76"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":10,"walk":10,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":12,"min":0,"max":0},"senses":{"blindsight":120}},"details":{"biography":{"value":"

\"Bor Gullet can feel your thoughts. No lie is safe. […] Bor Gullet will know the truth. The unfortunate side-effect is that one tends to lose one's mind.\" 

- Saw Gerrera, to Bodhi Rook

ClassificationMairan
Eye colorWhite
Skin colorPurple
Homeworld

Maires

Bor Gullet was a purple-skinned Mairan with the ability to read thoughts. Saw Gerrera used it to torture Bodhi Rook on Jedha to ascertain the truth behind his claim of being in contact with Galen Erso. Afterwards, Rook was for a time left a gibbering wreck, unable to speak a coherent thought and acting very panicky. Despite this, Rook showed some resilience, as he recovered upon hearing himself referred to as \"the pilot,\" and was able to recover enough of his senses to escape from Jedha when Jedha City was targeted by the superlaser of the Galactic Empire's Death Star superweapon.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":13,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":10000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Understands Galactic Basic But Can't Speak, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"ins":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":24,"prof":10,"total":14},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":19,"prof":5,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","token":{"flags":{},"name":"Bor Gullet","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qaKgiaMuH4WK4Xr2","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MzYzYzM4NjBkNWJh","name":"Creature Sense","type":"feat","data":{"description":{"value":"

The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each such creature, as well as each such creature's intelligence score, but it can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power cannot be perceived in this manner.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"N2Y5OWFjOTczODQz","name":"Fortified Mind","type":"feat","data":{"description":{"value":"

The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"ZDFmYjVhMTZjMjg2","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the bor gullet fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"ODVjYjM3MmUxM2My","name":"Psychic Link","type":"feat","data":{"description":{"value":"

The bor gullet can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"N2M3YTkxMjNhM2Fm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The bor gullet makes three tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTRlMjBmYzIzMDVj","name":"Tentacle","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

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.

The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","effects":[]},{"_id":"YmQxYTc5NDhmMzI4","name":"Tentacle","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

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.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

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.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

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.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

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\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OGU0ZmQwNTBiNWRi","name":"Legendary Resistance (1/long rest)","type":"feat","data":{"description":{"value":"

If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OTc0MzJmNDcxNjQw","name":"Siege Monster","type":"feat","data":{"description":{"value":"

The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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.

The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 13 (2d6+6) kinetic damage.

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"We think, therefore we are. Therefore, we will propagate. Therefore, we will remain.\"

- IG-88

IG-88, also known as IG-88B, or as a Phlutdroid, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the Executor and hired to track down the Millennium Falcon and her Rebel crew. Unable to track his quarry, IG-88 trailed his chief rival, Boba Fett, to Bespin, where the bounty hunter nearly destroyed the assassin droid, however IG-88 managed to survive. At some point IG-88 undertook a software infiltration into Death Star II, but his plan was single-handedly thwarted by R2-Q5. The droid later met with mercenary Bazine Netal to speak about the location of the Millennium Falcon.

Biography

Origins

The first of the IG-series assassin droid models created in secret by Holowan Laboratories. IG-88[10] also known as IG-88B or as a Phlutdroid, realized his skill and desire to kill the moment he was first activated and turned on his creators, killing everyone in the lab. From that moment on, he became one of the most feared bounty hunters in the galaxy, in part due to the lingering fear of droids, particularly those capable of battle and assassination, from the Clone Wars gaining notoriety comparable only to that of Boba Fett, his chief rival.

Age of the Empire

\"You're certain this is where we'll find the individuals involved in the rebel activity on Savareen? I don't like being disappointed, bounty hunter.\"

\"Yes. I am certain.\"

- Kallus and IG-88

During the Age of the Empire, IG-88 was hired by Imperial Security Bureau Agent Alexsandr Kallus to assist in tracking down Imperial Army deserter turned smuggler, Captain Han Solo of the Millennium Falcon.

Capturing Qi'ra

\"Oh, Qi'ra, Qi'ra. It does look like you have fallen into our little trap. Catching you was quite difficult, my young friend. I had to partner with IG-88 here.\"

\"A Crimson Dawn Lieutenant will fetch a nice bounty.\"

- Hondo Ohnaka and IG-88

Later, IG-88 teamed up with Hondo Ohnaka to collect the bounty on Crimson Dawn lieutenant Qi'ra's head. Tracking Qi'ra down, IG-88 and Hondo managed to apprehend Qi'ra. Turning the bounty hunter and the pirate against each other, Qi'ra convinced IG-88 to collect the bounty on Hondo instead of the bounty on her. Attacking Hondo, IG-88 was quickly stunned and put in binders. After Qi'ra had similarly tricked and apprehended Hondo, IG-88 was led away by Qi'ra so that she could collect the bounty on his head.

Seeking a data-tape

\"What is that?\"

\"IG-88. An actual bounty hunter. Also, probably interested in your data tape. He's good—one of the best in the galaxy. And he's a surprise. Take cover!\"

- Leia Organa and Sabine Wren

Later, IG-88 pursued Princess Leia Organa on Garel, seeking a data-tape in her possession of Imperial base locations. Organa was assisted by Sabine Wren, who identified the droid, and the pair fled as the assassin opened fire in the corridors of Garel City Spaceport. However, Wren planted a paint bomb, surprising IG-88 and covering him in purple paint. Leia convinced several stormtroopers to fire at the bounty hunter, and the droid was hit by a blast before retreating.

Apprehending a thief

\"To kill is reward enough.\"

- IG-88, to the Imperial captain

IG-88 was hired by an Imperial captain to capture a thief named Venga Liss who hijacked a Lambda-class T-4a shuttle on a jungle planet. Eventually IG-88 killed Liss when he detonated the shuttle.

Capturing the Gatto Gang

\"IG-88! This deadly droid had been given the task of capturing the sneaky Gatto Gang.\"

- CR-8R

IG-88 was hired by Duke Blazor of the Black Sun to capture the Gatto Gang that consisted of Sylvestarr, Ziggee and Moggee. He later eventually captured all three of them.

Hired by Vader

\"There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive.\"

- Darth Vader to IG-88 and several other bounty hunters

By the year 0 ABY, IG-88 consorted with the crime lord Jabba Desilijic Tiure. He was present in the Hutt's palace while Jabba received Darth Vader. The Sith Lord told the Hutt to dispense with his audience, and IG-88, along with fellow hunters including Fett and 4-LOM, departed from the court. In 3 ABY, IG-88 answered a call put out by Vader for bounty hunters to track down the Millennium Falcon. He and several other hunters, including Boba Fett, assembled aboard the Executor, where Vader offered a bounty for the live capture of Han Solo and his companions. IG-88 tailed the Millenium Falcon along with Fett to Cloud City on the planet Bespin, where the assassin droid was defeated and left for scrap after his longtime rival caught it trailing him. Ultimately, Darth Vader captured Solo for Boba Fett who then delivered the bounty to Jabba on Tatooine.

Infiltrating the Death Star II

At some point before or during 4 ABY, IG-88 undertook a software infiltration of the Empire's second Death Star. However, his plan was single-handedly thwarted by the Imperial astromech droid R2-Q5.

Around 9 ABY, another IG-series assassin droid, IG-11, was an active bounty hunter and was often mistaken for IG-88.

Contacted by Bazine Netal

\"...We would have apprehended the Millennium Falcon.\"

\"But you didn't.\"

\"Correct.\"

- IG-88 and Bazine Netal about the time when he nearly captured the Falcon with Kallus

In 34 ABY, at some point after the Battle of Takodana, IG-88 was contacted by the mercenary Bazine Netal to discuss the location of the Millennium Falcon after she heard a rumor about the time IG-88 nearly caught the Falcon. During their rendezvous, IG-88 took the opportunity to tell Netal when he almost caught the Falcon with Kallus. IG-88 told Netal that he almost caught the Millennium Falcon again, but lost out to Fett. Netal responded that, though he had a lot of excuses, her employer only paid for results. She informed IG-88 that someone knew where the Falcon was and that they would tell her where it was before leaving him to continue with her search.

Characteristics

\"This notorious IG-series assassin droid possessed an unstoppable desire to hunt and kill his prey, earning him a reputation as one of the top five bounty hunters in the galaxy. It also earned him access to some of the best-paying clients, like Darth Vader and a wide variety of Hutts.

- R0-GR

A rogue class 4 assassin droid, IG-88 was obsessed with hunting, destroying, and killing as a result of his incompletely formed droid programming. He tended to hunt alone and earned a reputation as a merciless hunter.

A hideous, battered chrome war droid, IG-88 stood 1.96 meters in height. His steady aim, along with his ability to track targets with advanced sensors that ringed his head and allowed him to see in all directions, won him great success. These sensors included multiple red photoreceptors, a heat sensor, and a sound sensor. IG-88 also had a vocoder at the base of his head. His torso was able to fully rotate on the battlefield, allowing him to blast enemies on all sides. His tough metal body allowed him to survive most attacks without taking any damage and featured acid-proof servo wires.

Equipment

\"IG-88 could take down almost any target with his signature sniper rifle… as long as Boba Fett didn't get there first.\"

- R0-GR

IG-88 carried an arsenal of weapons, including blaster rifles, pulse cannons, a DAS-430 Neural Inhibitor, and a needle dart gun that launched poison darts. However, his most dangerous weapons were hidden inside his slender frame, including a flamethrower, a sonic device, and toxic gas dispensers. IG-88 also wore an ammunition bandolier that carried his concussion discs and vibroblades. As an IG-series droid, he was designed to have blasters built into each arm, but they were never installed. IG-88 owned a modified Aggressor assault fighter called the IG-2000.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/178_-_IG_Series_2C_Model_88/avatar.webp","effects":[]},{"_id":"NTA3Yzk1N2QxYzRm","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If IG-88 fails a saving throw, it can choose to succeed instead.

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IG-88 deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of IG-88 that isn't incapacitated and IG-88 doesn't have disadvantage on the roll.

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.

IG-88 makes three weapon attacks.

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Ranged Weapon Attack +9, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/178_-_IG_Series_2C_Model_88/avatar.webp","effects":[]},{"_id":"ZGYyZGRiMWUwZDE5","name":"Stock Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/178_-_IG_Series_2C_Model_88/avatar.webp","effects":[]},{"_id":"M2MwMWU4ZmU3MTdi","name":"Attack","type":"feat","data":{"description":{"value":"

.

IG-88 makes one weapon attack.

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.

IG-88 makes a Wisdom (Perception) check.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Kolkpravis Baatar makes two attacks with its Greater Lig Sword or its Shoni Spear.

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Melee Weapon Attack +6, Reach 5ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 4 (1d8) kinetic damage

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.

For 1 minute, the Baatar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage plus 7 (3d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 19) or become poisoned.

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Melee Weapon Attack +17, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage plus 7 (3d4) poison damage

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits its poisonous saliva in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) toxin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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The greater krayt dragon dives into the ground, sand blasting all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) kinetic damage and be knocked prone. The greater krayt dragon is now burrowed.

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\"All this effort for a simple astromech?\"

\"Not exactly. This is BT-1, a \"Blastromech\" prototype. Does enough to pass as an astro, but it's primarily a cover. It's a specialized assassin droid.\"

- Darth Vader and Chelli Lona Aphra talking about BT-1

CreatorTarkin Initiative
ClassAssassin droid
GenderMasculine programming
Sensor color
Orange

BT-1 assassin droids, also known as Blastromechs, were a type of assassin droid that were designed to look like ordinary astromech droids.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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The assassin droid makes three Blaster Cannon attacks.

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Each creature in a 10 foot cube centered on a point the droid can see within 100 feetmust make a DC 16 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

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Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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The assassin droid makes one Blaster Cannon attack.

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The assassin droid makes a Wisdom (Perception) check.

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The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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\"We have thousands of probe droids searching the galaxy. I want proof, not leads!\"

- Admiral Kendal Ozzel

ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
1,6 meters

The Viper probe droid, commonly referred to as the probot or Imperial probe droid, was a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The Viper model was based on the success of Galalloy Industries' early probe droids. The design of the probot also relied heavily on the work of Viper Sensor Intelligence Systems, a corporation acquired by Arakyd during the Clone Wars. Though they were used almost exclusively by the military, they were considered class two exploration droids.

Specifications

\"'Fraid there's not much left.\"

\"What was it?\"

\"A droid of some kind. I didn't hit it that hard. It must've had a self-destruct.\"

- Han Solo and Princess Leia

The lightly-armored Viper droid measured 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors covered the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It had an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moved on a repulsorlift generator which was equipped to operate over any terrain. One of the arms was high-torque, and the droid was equipped with a floodlight on its head. In addition, when making transmissions, the probe droid emitted a audio encrypted imperial computer code set of an unknown serial number.

Information was relayed back to its superiors via a high-frequency HoloNet transceiver. Its repulsorlift engines carried the droid across terrain at up to 40 km/h, while the arms gathered samples. Vipers were delivered to their targets through single-use custom built hyperspace pods. They were commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid cost 14,500 credits. They were capable of being deployed from Galactic Empire Command centers.

History

\"Go and report. You have much to see. Burn brightly.\"

- IG-88, to the last Viper probe droid constructed on Mechis III

Arakyd probe droids were originally designed for use by the Galactic Republic in survey and exploration duty, but when the Republic was transformed into the Galactic Empire, Arakyd modified their probots with military-level sensors and equipment, and marketed them as Viper probe droids. This was not the first time Arakyd probots had been upgraded for warfare, however, as the Confederacy of Independent Systems had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars.[6] Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.

Shortly after the Battle of Tatooine, the Empire dispatched various probe droids to Tatooine in an attempt to recover the stolen plans for the Death Star. Six months after the Battle of Yavin, the Galactic Empire sent a detachment of probe droids to root out Rebel Commander Luke Skywalker. They were destroyed by Skywalker and Rogue Squadron. Probe droids were also used to scout ahead for Imperial strike forces, including during the Reytha campaign and the battle at Corellia, or were sent on search missions like at Chorax. Several were also dispatched to Dantooine as security measures while the Imperials arrived on the planet to detain the defecting Imperial officer Tycho Celchu.

Locating Echo Base

\"I think we've got something, sir. The report is only a fragment from a probe droid in the Hoth system, but it's the best lead we've had.\"

- Captain Firmus Piett, to Admiral Kendal Ozzel

Following the Battle of Yavin, the Empire committed thousands of these modified probe droids to scour the galaxy for hidden Alliance to Restore the Republic bases, specifically the Alliance High Command headquarters. They even went as far as to provide bounty hunters with remote request devices to search out targets moving from planet to planet.

It was an Arakyd Viper, launched from the Imperial II-class Star Destroyer Stalker,[10] that landed on the ice planet Hoth and discovered the Rebellion's Echo Base. Upon landing on the frozen world, the probe droid appeared to the casual onlooker, and even the base's sensor readings, as one of many meteorites streaking to Hoth's surface. During a routine patrol of the Hoth wastes, Luke Skywalker intended to inspect the crash site, but was attacked by a wampa ice creature, and never learned what had really crashed to the ground. Thus, the Hoth probe droid was free to continue on its programmed mission.

Immediately upon emerging from its hyperspace pod, the probe detected a faint comm signal on non-Imperial bandwidths. This indicated to the droid the presence of an unregistered, and possibly Rebel, settlement. Since it had not yet gathered enough conclusive evidence to report, the droid moved away from the nearby signal in order that it might avoid contact until such time as self-preservation no longer became necessary.

Soon after moving away from its first contact, the probe droid vectored in on the detected signal's probable destination point, triangulating from its last known position. A long time passed where the droid made no contact with the signal whatsoever, so it continued to search. During the night blizzard that threatened the lives of Skywalker and Han Solo, the probe detected and destroyed a wampa with its powerful blaster cannon. Only with the most advanced Imperial sensor technology was the probe able to detect a wampa in a blizzard whiteout. As the blizzard raged into the night, the probe activated its modified power-intensive particle shield to protect it from the thick snow hazard.

In the early hours of the next morning, the probe ceased operation entirely, shunting its energy to its shield. The droid reappeared when the sun rose, cresting the rise of a snow bank in Echo Base's Zone 12. There, it detected the presence of a large deflector shield generator. It immediately began audio-visual recording of the contact. Following its programming, the droid then beamed, on omnisignal unicode, a transmission via its HoloNet transceiver concerning its find to Vader's personal flagship, the Star Dreadnought Executor. This information was privately received simultaneously by IG-88 back on Mechis III. Vader decided from this information that the Hoth system was indeed the location of the Rebel base, and he ordered his Death Squadron there in preparation of a full-scale ground assault.

With the initial contact reported, the probe continued on its mission. It proceeded to meticulously map out the Echo Base defenses, including the surrounding trenches, artillery emplacements, and even the size, model, and location of the v-150 anti-orbital ion cannon, as well as observing troop movements and positions. This information was received by General Maximilian Veers. He and his commanders used this invaluable tactical information to plan the attack, a testament to the Empire's incredible preparedness during the Battle of Hoth.

\"Princess, we have a visitor. We've picked up something outside the base in Zone Twelve, moving east.\"

- General Carlist Rieekan, to Princess Leia Organa

Before the probe had a chance to implement its \"sabotage and disruption\" programming, the Echo Base command center received a transmission from Echo Station 3-8. The scout outpost had detected a metal object skimming through the icy wastes. The probe droid was discovered. The probe then proceeded to completely destroy the outpost and the scout within it with its blaster, turning it into a smoldering ruin. Solo and the Wookiee Chewbacca were dispatched to deal with the spy machine. The probe detected the approach of its two enemy assailants, but it was no match for them. The probe was soon trapped despite its evasive maneuvers. After a quick game of \"decoy,\" Solo blasted the confused probe. Solo's shots were only meant to disable the probe's motor functions, intending to take the droid intact, but its override programming kicked in and the probe immediately self-destructed.

Although the probe attempted to destroy itself, its self-destruct programming had apparently been at least marginally affected by either the frigid Hoth temperatures or the damage that was inflicted on it upon entering the Hoth system. The probe was almost destroyed entirely, though enough of it was left for Solo to retrieve and bring back to the base for memory scan. The base technicians and Alliance historian Voren Na'al were able to piece together some of the probe's memory circuits and learn many details concerning its particular mission experiences. Na'al used much of this data to help compile his subsequent reports on the history of the Rebellion during this period. Other probe droids were used during the actual Battle to locate Rebel installations.

In 14 ABY the Jedi Jaden Korr encountered probe droids used by the Imperial Remnant on his scouting mission on Hoth.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 7 (1d10+2) energy damage

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When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ahsoka Tano, nicknamed \"Snips\" by her master and known as \"Ashla\" after the Clone Wars, was a former Jedi Padawan who, after the conflict, helped establish a network of various rebel cells against the Galactic Empire. A Togruta female, Tano was discovered on her homeworld of Shili by Jedi Master Plo Koon, who brought her to the Jedi Temple on Coruscant to receive Jedi training. Following the outbreak of the Clone Wars, Jedi Grand Master Yoda assigned the young Tano to be the Padawan learner of Jedi Knight Anakin Skywalker, whom she joined at the Battle of Christophsis. Whereas Tano was eager to prove herself, Skywalker had a reputation for recklessness, and they had a rather difficult start as master and apprentice. Yet they worked together to rescue Rotta, the son of crime lord Jabba Desilijic Tiure, and returned Rotta to his father, thus facilitating a crucial alliance between the Hutt Clan and the Galactic Republic.

As a commander in the Grand Army of the Republic, Tano found a mentor in Clone Captain Rex of the 501st Legion, with whom she and Skywalker collaborated to lead frontline campaigns against the Confederacy of Independent Systems. In her first command position at the Battle of Ryloth, Tano disobeyed orders and lost her entire squadron of pilots, but she rebounded and helped secure a victory at Ryloth. Her assignments pitted her against a variety of opponents, from General Grievous and Sith apprentice Asajj Ventress to bounty hunters such as Cad Bane and Aurra Sing. Over time, she matured into a respected leader, contributing to key Republic victories like the Second Battle of Geonosis and the Battle of Mon Cala. She even died during a series of events on Mortis, but the Force wielder known as the Daughter sacrificed herself to bring Tano back to life.

Tano gained much experience on and beyond the war front, leading a group of Jedi younglings to revolt against their Trandoshan captors, helping rescue a colony of Togruta from enslavement by the Zygerrian Slave Empire, and serving as an advisor to the Onderon rebels—with her close friend, Lux Bonteri, among them—as they liberated their world from the Confederacy. In a stark turn of events, Tano was framed for the bombing of the Jedi Temple hangar and other homicides, and she escaped into the Coruscant underworld to clear her name. Though she formed an unlikely alliance with Asajj Ventress, she was detained by Republic forces and was consequently barred from the Jedi Order. Ultimately, Skywalker uncovered the true culprit, Tano's friend, and fellow Padawan Barriss Offee, and prevented his former apprentice from being convicted of sedition. Nevertheless, the ordeal dislodged Tano's faith in the Jedi. She refused the Jedi High Council's offer to rejoin the Order, instead of departing in search of a new path and becoming a Force-Sensitive Outcast. Tano briefly returned to lead Republic forces during the Siege of Mandalore and faced Darth Maul and his forces, although Order 66 was enacted shortly after the Sith Lord's capture and Tano, faking her death after being betrayed by the 501st Legion, was forced into hiding.

After the Galactic Empire came to power, Tano went into hiding on Thabeska and Raada. Following the evacuation of Raada, Tano joined Senator Bail Organa's growing rebel movement. She became the manager of his intelligence network and adopted the codename \"Fulcrum.\" As Fulcrum, Tano provided intelligence to various rebel factions including Hera Syndulla's Spectres rebel cell. Tano took a particular interest in Syndulla's rebels because one of their members, a former Jedi named Kanan Jarrus, had begun to train his own Padawan, Ezra Bridger. In addition, Tano's efforts against the Empire brought her into contact with the Dark Lord of the Sith Darth Vader, who, unknown to her, was actually her former master, Anakin Skywalker, as well as the Imperial Inquisitors known as the Fifth Brother and the Seventh Sister. Following the mission to Malachor, Tano became lost to the rubble and shadows of the Sith temple and was believed by many including Jarrus and Bridger to have perished during a duel with Darth Vader.

However, Tano was unexpectedly saved from Vader's wrath by a future Ezra Bridger, who pulled her through a time portal into the World Between Worlds, a dimension of the Force connecting all time and space. After a confrontation with Darth Sidious, who desired access to the dimension, Tano returned to her time, promising Bridger that she would find him once she returned. After the end of the Galactic Civil War, Tano returned to a freed Lothal and joined Sabine Wren in her quest to find a missing Bridger, who had disappeared during the liberation of Lothal.

","public":""},"alignment":"Chaotic Light","species":"","type":{"value":"humanoid","subtype":"Togruta","swarm":"","custom":""},"environment":"","cr":19,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Togruti"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"sur":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","token":{"flags":{},"name":"Jedi Ronin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"s0ZgTrwOJMIuKVjS","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDYwMzczYWExNDVm","name":"Battle Precognition","type":"feat","data":{"description":{"value":"

The Jedi Ronin casts battle precognition on herself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"NzYxMDNlMDI2NGQx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique,

guidance, mind trick, saber reflect

1st level: battle precognition, burst of speed, force jump, force

throw, heroism, sense force, slow descent

2nd level: battle meditation, force enlightenment, force sight,

rescue, stun droid

3rd level: force repulse, knight speed, remove curse

4th level: disable droid, force immunity, freedom of movement

5th level: telekinesis

6th level: true sight

7th level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"YzIyNWFmYWFjZDBk","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Jedi Ronin fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"N2UyZWFlN2U2MTUy","name":"Whirlwind of Light","type":"feat","data":{"description":{"value":"

Creatures provoke an opportunity attack from the Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MWE3YTkyM2MxZTRi","name":"Parry","type":"feat","data":{"description":{"value":"

The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MGI5ZDk1ODMwZjQ5","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzU0ODczNmNkNjZk","name":"Saber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"MmI0OWVjODY3ZTUx","name":"Saber Rush (2/day)","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"ZTk0MDY4ODY2OTAx","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"YjU0MDk1M2E5MWYz","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"N2YyNWY1ZmI3YjAw","name":"Saber","type":"feat","data":{"description":{"value":"

.

The Jedi Ronin makes one Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","effects":[]},{"_id":"1ZALF0S9q4YxSsPj","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gjKkHFO4IdR7YTVC","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"M0wD1gJBBFmZ6XRO","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"wmzMbj925nAgbP5t","name":"Guidance","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C2ROn2KK2QTLm9DW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4aI7rcRKLrc9UpRa","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"FMUO07HEnj6D2C61","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"olFnqSPSty2y7d7i","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"ghGR4jkGP9ntvBj1","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"IN5EnJclNWtogd2g","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1jB4ScqcWDI1dLni","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5rcWRRsjeVmWY8ZC","name":"Heroism","type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LdtNnD37NnOsg8oF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SoZ2LJCjAcm5RYaN","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qug7JXLKMk3wN8Pp","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ib382PqzdM6sivK1","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"iVWLfrZYcOK4XlbL","name":"Force Enlightenment","type":"power","data":{"description":{"value":"

Prerequisite: Guidance

\n

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • \n
  • Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • \n
  • Splendor. The target has advantage on Charisma checks.
  • \n
  • Cunning. The target has advantage on Intelligence checks.
  • \n
  • Wisdom. The target has advantage on Wisdom checks.
  • \n
\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.di7rHBW59w6cS1WM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"akE43trrobHdwdXQ","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"l7VXnLrp0EEnEJtc","name":"Rescue","type":"power","data":{"description":{"value":"

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.uMJVdxqiNS8h120G"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WhPDHEwqd9XQWZXe","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"yi0To9kOQZ5Yc5vj","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"B6zcQuOfwc13Wg0w","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"v370Qjp7e4vDLftF","name":"Remove Curse","type":"power","data":{"description":{"value":"

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1IFr14Wc4sA1833o"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CvDmpzdWgWpzbaLn","name":"Disable Droid","type":"power","data":{"description":{"value":"

Prerequisite: Stun Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected creature takes energy damage equal to your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KJ7bSmk9W4AImGRm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disable%20Droid.webp","effects":[]},{"_id":"TGUKy54MRHN5furW","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"fvMUrDYC8d9iMQpi","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"htcVoZuDA4bcfxUt","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WePYWZuhqk38dumJ","name":"True Sight","type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.4bBmcQgYLFIO9GCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"gojNZjHPwG8ZOi52","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Prerequisite: Disable Droid

\n

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} +{"_id":"s2iHsf2WVF1xkzak","name":"Dianoga, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"10d12+40"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":15,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":14,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"
DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Dianoga"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","token":{"flags":{},"name":"Dianoga, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"s2iHsf2WVF1xkzak","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGZkY2FmYmIzODYw","name":"Grasping Tendrils","type":"feat","data":{"description":{"value":"

The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"OTA3YTY0MDkxNDI0","name":"Limited Amphibiousness","type":"feat","data":{"description":{"value":"

The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"MjczNzIxMThhZTJk","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dianoga can make three attacks: two with its tentacles and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ODA5MmE0YjlmODU3","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/034_-_Dianoga_2C_Adult/avatar.webp","effects":[]},{"_id":"MTEzMTBiNzNhNjFj","name":"Tentacles","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

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.

The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.

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Asajj Ventress

\"I am fear. I am the queen of a blood-soaked planet and an architect of genocide. I have helped to crack the galaxy in half with this war and conquered every enemy I have ever faced—including death. All except for you.\"

- Asajj Ventress, to Obi-Wan Kenobi

Asajj Ventress was a female Dathomirian Dark Jedi and a valuable Dark Acolyte to Count Dooku. Originally a Nightsister from Dathomir, Ventress was taken as a slave to Rattatak and trained as a Jedi Padawan by Jedi Knight Ky Narec. However, after Narec was slain, Ventress gave into her anger and began walking the path of the dark side; taking up the lightsaber of her dead master, she trained herself in the Jar'Kai style of lightsaber combat, before slaying all the warlords on Rattatak and installing herself as its ruler. At the time of the Clone Wars, Ventress served as one of Count Dooku's loyal acolytes and served in the rank of commander in the Confederacy of Independent Systems. She had yearned to learn the ways of the Sith from Dooku and believed if she had proved herself worthy, she would become his apprentice. She even blamed Obi-Wan Kenobi for her failure and made it an obsession to hunt and kill him. Soon after her first encounter on the moon Ohma-D'un, she hunted him on missions on Christophsis, Teth, and Ord Cestus, but never gained the chance to defeat him. In addition, during her struggles with Kenobi, she was also confronted with Kenobi's apprentice Anakin Skywalker, who also defeated her several times, being seriously injured in a duel on Yavin IV. When she especially wanted to meet Skywalker by threatening his lover Padmé Amidala, he was almost killed in another duel on Coruscant and initially disappeared from the scene. While Ventress' power continued to grow, the Dark Lord of the Sith Darth Sidious ordered his Dooku to have Ventress terminated due to his great fear of her power. After an unsuccessful attempt to do so, Ventress sought revenge against Dooku for betraying her and received help from the Nightsisters, led by Talzin, to assassinate him. However, further attempts to kill Dooku failed and Ventress was forced to retreat back to her homeworld to recover and join the Nightsisters. When Count Dooku and General Grievous launched an attack on the planet and killed almost every member of the clan, Ventress lived in exile and altered her life in becoming a bounty hunter.

","public":""},"alignment":"Chaotic Dark","species":"","type":{"value":"humanoid","subtype":"zebrak","swarm":"","custom":""},"environment":"","cr":18,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":7,"passive":29,"prof":12,"total":19},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","token":{"flags":{},"name":"Dark Disciple","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"sAJqr9IPBVN6JELa","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjE0ZDI2NWY0OWRj","name":"Avoidance","type":"feat","data":{"description":{"value":"

If the Dark Acolyte is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"YjVjNzMwNmE3NjE0","name":"Battle Precognition","type":"feat","data":{"description":{"value":"

Dark Acolyte casts battle precognition on herself every morning.

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On each of its turns, the Dark Acolyte can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Dark Acolyte fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"ZGE5YmJiMzk4ZGVm","name":"Surprise Attack (1/rest)","type":"feat","data":{"description":{"value":"

If the Dark Acolyte surprises a creature and hits it with an attack on the Dark Acolyte's first turn in combat, the attack deals an extra 2d6 damage to it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MDI5OWM1YjNiYTky","name":"Two-Weapon Defense","type":"feat","data":{"description":{"value":"

The Dark Acolyte gains a +1 bonus to AC while wielding a weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"M2M0ZmIwNWM1OWU0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Dark Acolyte is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark

Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind,

saber throw, burst, psyhcic charge

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness, force camouflage

3rd level: dark aura, knight speed, sever force, force repulse

4th level: improved force camoflauge

5th level: telekinesis

6th level: crush, rage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MTZlOGNkMjAwY2E0","name":"Parry","type":"feat","data":{"description":{"value":"

Dark Acolyte adds 6 to her AC against one melee attack that would hit her. To do so, Dark Acolyte must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"YzJjMjM2ZGExODNm","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Dark Acolyte makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YWU1ZDU3ZGZjMmFl","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 25 (4d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"OTI5MGVkNWIyMDkx","name":"Off hand Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"OTc0ZTVjZGYyZmRj","name":"Move","type":"feat","data":{"description":{"value":"

.

Dark Acolyte can move up to her speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"Y2ZlMmYyNTAwZGI2","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Dark Acolyte casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"MWM0ZjNhODhmOTU2","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

Dark Acolyte makes one lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","effects":[]},{"_id":"if8eJhQNeKD5xFL0","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"DDNmmEVomRxqQWxV","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"frNy7ian3ldoz78a","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"KW0BgfcV42NGd9dp","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"sa9ekh6caN7tF4IB","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"q13RIX9oupI11hQR","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"D17lEHJ15tdFZFOi","name":"Psychic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.IXAl1U65YuhNBN4Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Psychic%20Charge.webp","effects":[]},{"_id":"7BPi1VTykCjAtH2W","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YvCPUYErI0UkaFV6","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"dfZD6r00BsUCpcQH","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RjVXBVJ3WDaPBgKx","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sJw68e6GFxvsGWvD","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fJHtNT6PGY7wB6ZR","name":"Hex","type":"power","data":{"description":{"value":"

You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

\n

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

\n

Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jnzj1Relpil0dKs9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hex.webp","effects":[]},{"_id":"7nz2qRJsorC7VX1v","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"N5nKDgzXpednfjo3","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Ulod8nnZ8fiOtmA3","name":"Darkness","type":"power","data":{"description":{"value":"

Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and unenhanced light can’t illuminate it.

\n

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness comes from the object and moves with it. Completely covering the source of the darkness with an opaque object blocks the darkness.

\n

If this power’s area overlaps with light created by a 2nd-level power or lower, this power and the light are dispelled.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.TLEOcYzzQWvAOWsT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Darkness.webp","effects":[]},{"_id":"W7K4gIMYfzDTdIUm","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"pFUieVisiBbyGyJB","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"NdZ5MoJpvcugSwZ2","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"nvCg9hm7KKuBnNP4","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]}],"effects":[]} +{"_id":"sVwsDKJEH4SToSr3","name":"Sith Necromancer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"Heavy durasteel armor"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":57,"min":0,"max":57,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.


Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

","public":""},"alignment":"Neutral Dark","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":15,"powerForceLevel":13,"powerTechLevel":0,"xp":{"value":13000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["psychic","necrotic"],"custom":"Unenhanced Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","poisoned","stunned"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":2,"passive":22,"prof":10,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","token":{"flags":{},"name":"Sith Necromancer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"sVwsDKJEH4SToSr3","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Njk0MGI3Y2NkNjVm","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If the necromancer fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"NjMyYTYxNWI5NWNl","name":"Master of the Grave","type":"feat","data":{"description":{"value":"

While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"ZGRlMGYwZDMyZDI1","name":"Evasion","type":"feat","data":{"description":{"value":"

If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"details","entityorder":{"order":187}},"img":"systems/dnd5e/icons/skills/red_03.jpg","effects":[]},{"_id":"ODQ5YWIwNDUwZDQ3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge,

feedback, slow

1st-level: burst of speed, improved feedback, wound

2nd-level: animate weapon, affliction

3rd-level: plague, knight speed

4th-level: freedom of movement, shocking shield

5th-level: greater feedback, mass animation

6th-level: scourge

7th-level: ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"OWI2NmU1MWYzMGMy","name":"Parry","type":"feat","data":{"description":{"value":"

Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"YTJhZGUxYzMyMjEw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The necromancer makes three sith sword attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDlhMTUwMzc2Y2Q0","name":"Sith Sword","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"ZGFhNGFmMTYwYWFk","name":"Sith Sword","type":"feat","data":{"description":{"value":"

.

The necromancer makes a sith sword attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"NzE5NWVkMmZhMTBk","name":"At-Will","type":"feat","data":{"description":{"value":"

.

The necromancer casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"YjVlMjdiMTFlZDI5","name":"Move","type":"feat","data":{"description":{"value":"

.

The necromancer moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"MWRjOGJhN2I2NTJm","name":"Tsaiwinokka Hoyakut (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","effects":[]},{"_id":"qQOH539a2z5DCOo5","name":"Enfeeble","type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L8CJ1QEXfKztMyCX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]},{"_id":"msFzz3FGThdStTfv","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"5EDAgIUvE1YrfvI9","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"6czZX0PXwlFxK5GW","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"S44iohbZRNzpHLfs","name":"Feedback","type":"power","data":{"description":{"value":"

You unleash a burst of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Pf4e5uRdTd4VuUjU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Feedback.webp","effects":[]},{"_id":"JhN031GDlJhPRZp7","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":710000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"jprgfjqXOkN5LRSn","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":810000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"zy5lGKuEi0Wm4JZX","name":"Improved Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Feedback

\n

You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":910000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.GBJRx32gU9xU1Q6s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]},{"_id":"5MvPkwsCuBPsqKD7","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1010000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"IRD6xx3a5HExDtT8","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1110000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lAAPRHGkxwwvLOYO","name":"Affliction","type":"power","data":{"description":{"value":"

Prerequisite: Slow

\n

Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

The creatures makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1210000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KCVdYOoxu0kfkSCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affliction.webp","effects":[]},{"_id":"zBcRGTyGCNZSA68l","name":"Plague","type":"power","data":{"description":{"value":"

Prerequisite: Affliction

\n

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Constitution saving throw or be affected by this power for the duration.

\n

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or items, it can’t make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

\n

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Affliction Power"},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1310000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PhJUX949F9xcbj3y"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Plague.webp","effects":[]},{"_id":"MR74kFjBwt85AYTu","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1410000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"yfSAV1iDlvX0YBJQ","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1510000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OSAIpzJ29Acq663M","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1610000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"JCw03pdTzomXycKD","name":"Greater Feedback","type":"power","data":{"description":{"value":"

Prerequisite: Improved Feedback

\n

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

\n

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

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Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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Prerequisite: Plague

\n

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of scourge.

\n

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

\n

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

\n

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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Prerequisite: Wound

\n

You channel the dark side of the Force to desecrate a creature you can see within range, causing waves of intense pain to assail it. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the power has no effect on it.

\n

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a Constitution saving throw, or the casting fails and the power is wasted.

\n

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

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\"Send the Heavy Gunner in first—he has better armor and more firepower.\"

- Obi-Wan Kenobi

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Heavy Gunners were clone troopers in the Grand Army of the Republic that used Z-6 rotary blaster cannons. The troopers had better clone trooper armor than other clones in the army. Due to their heavy blaster, they had superior firepower as well. Heavy Gunners in phase one armor had blue markings. In phase two armor, the clones still possessed blue markings, however, now the troopers also wore a kama, and a pauldron.

During the Clone Wars, Heavy Gunners could work alongside a clone medic and a clone paratrooper that served as a sniper.

In 22 BBY, during the first battle of the Clone Wars, the First Battle of Geonosis, Heavy Gunners were deployed alongside the other clone troopers of the Grand Army to engage the Separatist's battle droids and their Geonosian allies. Later in the Clone Wars in 19 BBY, at least one Heavy Gunner fought in the Battle of Kashyyyk.

For general information about troopers, see Trooper

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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.

The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points.

The

developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock,

minor hologram, ward

1st level: alarm, decryption program, energy shield, hologram,

overload, repair droid

2nd level: detect invisibility, hold droid, mirror image,

translocate

3rd level: diminish tech, greater hologram, scramble

interface, tech override

4th level: ballistic shield, synchronicity

5th level: override interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"MDFlNTQ3ZjgxMjY4","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"MzZkYThkNzZlYThm","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/293_-_Software_Developer/avatar.webp","effects":[]},{"_id":"IxQJ0UJ3GrVemF7K","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"NGDcfcCvYrcmiVCh","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"C5nLX9mXf5XNSyKK","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"DoUPPpuBShbwwoyB","name":"Minor Hologram","type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.nKB4KH7zUo3Q1BQh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp","effects":[]},{"_id":"NwLH7iZpt1OTRaSW","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"TQ4HPUczf8uahrpR","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"Fw9FDw2z3m0IPBzq","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"DKeTsrrJfy1eFTN4","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"srlkCRYmdR4ad5kM","name":"Hologram","type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9BkVQndzFGxtralV"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp","effects":[]},{"_id":"Rs1U4U49Lsa3U6nR","name":"Overload","type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.1zfQEQMJqirKT6tR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp","effects":[]},{"_id":"y7WaLbjjJJxxbSOO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"BGhZO10KkBs8o807","name":"Detect Invisibility","type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yBnreezRaiZpukCB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp","effects":[]},{"_id":"DzSVJUopedgGH4mB","name":"Hold Droid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1330000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.qHu258wCccbyajwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp","effects":[]},{"_id":"pbVsUlA0ZhA3w8na","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1430000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"9Kew9nsjwXa0Wl1M","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1530000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"zqhB7pM1WDnwXrlX","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1630000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"gZoEScTRaCKB1A4m","name":"Greater Hologram","type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1730000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.j9etZuLOpJpFO1Hx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp","effects":[]},{"_id":"sJUqr0c9lZSlL2w9","name":"Scramble Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1830000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.6oJ07fhBJLXJ7zv1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp","effects":[]},{"_id":"DVZmsLRr88sX5kwn","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1930000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"03ZGV1PCUtqOboi8","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2030000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"tO5HJkZCQs5LuU3E","name":"Synchronicity","type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2130000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XERRPbogZO8ePUxp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp","effects":[]},{"_id":"rK5gqPonLpZVSzqo","name":"Override Interface","type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2230000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NagD6z90jRyd7zOk"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp","effects":[]}],"effects":[]} +{"_id":"srHe4XlPLV25qtAu","name":"Imperial Guard Sentinel","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered durasteel armor"},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"13d8+26"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 16"}},"details":{"biography":{"value":"

\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points.

The

intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward

1st level: oil slick, smoke cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"MjA5Y2NhZmQyNTFk","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"ZmVlMGMzNzRiZjMz","name":"Electrobaton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The target must make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"ZTU5YzFmMWE3YWI1","name":"Light pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/291_-_Corporate_Intern/avatar.webp","effects":[]},{"_id":"eNENmfvPeRiq4nhX","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"YAORdps5T2HM9iin","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

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You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

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When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

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The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

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Homeworld
Jakku

Steelpeckers were a non-sentient species of carrion bird native to the planet Jakku. They had beaks and talons that were tipped with iron; they fed mainly on metal, to which they were drawn by its magnetic signature. To digest the metal they consumed, Steelpeckers stored vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds were useful commodities to scavengers, who collected their carcasses and guano.

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The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

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The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

he manager knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The manager has advantage on saving throws against tech powers.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/295_-_Corporate_Manager/avatar.webp","effects":[]},{"_id":"YzAzYWE3MTliNjll","name":"Sonic Pistol","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+2","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/295_-_Corporate_Manager/avatar.webp","effects":[]},{"_id":"UC9GpJMkzh6eeGEn","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"YvrHLdCmv2ocQD2n","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"J2bMd8G2ElzZ1sfg","name":"Ion Blast","type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DjrO5bCUnUHA71jA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp","effects":[]},{"_id":"j54XlXEpo0AuJSEw","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"5WWDJJwrLgXe430L","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"0JVXQyaN5kYkzcca","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"NTGrPP4Qp8izlRd2","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"BN6xhSaBZsrBwSJu","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"4FKPYt7z3TNKHRu9","name":"Tracer Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PUxPBzpy9TcUbVvh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp","effects":[]},{"_id":"PeXGA0HmoF7XofCh","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"2NLpZks8qZfldF40","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"m8nSej4eo2uDWkhe","name":"Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.CdQSEvQtfFsxMiCn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp","effects":[]},{"_id":"dqLsBpJRHYAJeoXg","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"tHKZ6wGbBr0CUwHq","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"RKG9bCB1MqRO7018","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"Imc30224n2ilg9YO","name":"Corrosive Sphere","type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.WOnLRapxYnS99uFT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp","effects":[]},{"_id":"lQgE7bYCYgznOJ8p","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1740000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"qjLXTj7hXiL3krOm","name":"Salvo","type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1840000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.cWpl0AM6R0DkEbzM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp","effects":[]},{"_id":"I2k3Zcyj4QHoVGMI","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1940000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"IWDpUOyO1ptHDhJ6","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2040000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"12YD8QOQzgtQtsvK","name":"Greater Translocate","type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2140000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.yMhKf3Nge4wkvMrB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp","effects":[]},{"_id":"lzqhjGojSQlCWFk9","name":"Programmed Illusion","type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2240000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OtebMdVF2sD3y23n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp","effects":[]},{"_id":"n0ftrKzviAh8UANX","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2340000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.GqlEFPr0SNjeNnXY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp","effects":[]},{"_id":"lU4G5QZbo4Diwpii","name":"Cage","type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2440000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.a4nZ05eHgTXZo4TU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp","effects":[]},{"_id":"egGVb5oyUTE36C7q","name":"Scrambling Field","type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2540000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.QXBHocnHw8ErKZSK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp","effects":[]},{"_id":"Bw1IAg8MGnCgHKoR","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2640000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} +{"_id":"td9B5taVZKIwOjwo","name":"Force Ghost","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

Force spirits were beings who gained immortality through the preservation of their consciousness after death. When lifeforms died, they became one with the Force. Through special training, however, deceased Force-sensitives could retain their identity and, therefore, communicate with the living. By achieving spiritual immortality, a person's physical form would vanish upon their death. This knowledge could be learned only by those who fully embraced the light side of the Force, such as the Jedi who lived by a code of selflessness and sacrifice. The followers of the dark side of the Force, such as the Sith, were incapable of learning this power. Before the Fall of the Republic, Jedi Master Qui-Gon Jinn learned the ability to become a Force spirit, but was killed by Darth Maul before he could complete his training. As a result, he could commune with the living only as a disembodied voice. Near the end of the Clone Wars, a conflict in which the Galactic Republic and Jedi Order were at war with the Separatists, Grand Master Yoda embarked on a spiritual journey that brought him to the planets Dagobah and Moraband—as well as the birthplace of the midi-chlorians—and ultimately learned how to retain his identity after death. This ability was also learned by Jedi Master Obi-Wan Kenobi during the rise of the Galactic Empire. Although Anakin Skywalker—a fallen Jedi Knight and the Chosen One of the Force—never received the training that allowed his mentors to become Force spirits, his redemption and sacrifice made it possible for his consciousness to be preserved after death by Kenobi and Yoda.

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The ghost has advantage on saving throws against Force Powers

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) psychic damage

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The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

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.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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The Jedi Ronin can cast an at-will force power.

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The Jedi Ronin makes one Saber attack.

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\"As I thought. Young. From the very last production line. Which means they were brought online after the purge, as an expendable death squad for the Inquisitorius.\"

- Ferren Barr, on the Purge Troopers

Organization type
Special forces

Leader(s)

  • Dark Lord of the Sith Darth Vader
  • Inquisitorius
HeadquartersFortress Inquisitorius, Nur
Sub-unit(s)
  • Bracca
  • Ilum
  • Kashyyyk
  • Mon Cala
  • Ontotho
  • Zeffo
Date foundedDuring or after 19 BBY

Affiliation

Galactic Empire (Inquisitorius)

Purge Troopers, also known as Purge Stormtroopers, were Imperial soldiers led by the Sith Lord Darth Vader and the Inquisitorius during the reign of the Galactic Empire assigned to hunt down any surviving Jedi. Trained as expendable death squads, they were activated after the Great Jedi Purge and subsequent termination of the cloning operation on Kamino, making them the last generation produced from the Jango Fett template. As with their precursors in the Grand Army of the Galactic Republic, Purge Troopers were programmed to obey Order 66, making them hostile against all Jedi.

In 18 BBY, Purge Troopers accompanied Darth Vader as well as the Sixth Brother, Ninth Sister, and Tenth Brother to the planet Mon Cala where they confronted Padawan Ferren Barr and his disciples. At some point, the clones which had made up Purge Trooper ranks were replaced by non-clones. Purge Troopers were also involved in the hunt for Cal Kestis, another Padawan of the fallen Jedi Order, during which they served under the Second Sister.

Purge Troopers were also assigned to guard the key locations of the Empire like Kashyyyk which housed a prison, that was later attacked by Cal Kestis with his crew and the unexpected help of Saw Gerrera, which had captured Wookiees from a resistance movement led by Chieftain Tarfful.

Description

\"I fought alongside the clones once, but now I know they are merely machines. Little better than droids. They must obey their programming. As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Purge Troopers

Purge Troopers were specialized Imperial soldiers who served the Inquisitorius, although some engaged their enemies without nearby support.[3] One group of Purge Troopers were clones from the final production line, and as such, were young human males. They served as a death squad for the Inquisitors and had a red tattoo on the right side of their faces and had no hair.

History

\"We barely survived the wave ourselves—lost two clones.\"

- The Sixth Brother, to Darth Vader

As part of the final production line of clones, the Purge Troopers were activated after the Great Jedi Purge and served as expendable death squads for the Galactic Empire's Inquisitorius, a group of Jedi hunters under the command of Sith Lord Darth Vader and Emperor Palpatine.

Occupation of Mon Cala

\"Kill the Jedi.\"

- The Purge Troopers turn on the Inquisitors under Ferren Barr's influence

In 18 BBY, the Purge Troopers accompanied the Inquisitors and Vader to Mon Cala in order to hunt down a possible Jedi who was allegedly advising King of Mon Cala Lee-Char. Using the Zeta-class shuttle Infernum, the squad touched down on a landing platform in Dac City. After the death of Ambassador Telvar, the Empire dispatched landing craft to Dac City under the command of Major Rantu, as well as landing craft throughout the world. Eventually, the Battle of Dac City commenced and the squad aided the Inquisitors in securing the platform, and then accompanied Vader and the Inquisitors to Dac City palace to capture King Lee-Char in order to uncover the location of the Jedi.

Two enormous creatures jumped from beneath the ocean's surface and crashed back down, unleashing a tidal wave that destroyed the city. At the palace, Vader and the Inquisitors used Force barrier in an attempt to stop the wave but were ultimately unsuccessful. Vader was separated from the others and the squad lost two members. The Inquisitors were able to regroup and requisition an Imperial submarine and rescued Vader from the Great Ungeness Trench as he defeated a large squid-like creature.

After Vader was rescued, the submarine headed to the cave where the Jedi, Padawan Ferren Barr, and his followers were located, and engaged each other just as Barr and his group were escaping. In the fight, which continued to Bel City, several members of Barr's group were killed and Vader left the group to find the king, while the squad and the Inquisitors continued. Barr, Verla, and Daren became trapped in an enclosed chamber. The Sixth Brother killed Daren with his lightsaber and the Tenth Brother told Barr and Verla that there was no escape. Although Verla was ready to face the Jedi hunters and the clones, Barr revealed he had another idea.

Barr informed the Inquisitors he knew who they were and mentioned their former names, Prosset Dibs, Bil Valen, and Masana Tide, and explained they were once Jedi. After the Ninth Sister retorted that they knew him as well and that their original names were dead, Barr countered, saying that the past didn't die and that he studied how Sidious manipulated the galaxy, including the role clones, had, and unmasked the clones, revealing their faces. Barr continued, as he then knew he was correct when he thought that the clones were from the last production line and were activated after the Jedi Purge. When the Sixth Brother stated that the past did not matter, Barr retorted, saying that once someone was a Jedi, they were always a Jedi, and used the Force to command the squad to execute Order 66.

The young clones, in accordance with their programming opened fire on the three Inquisitors despite their protests. The Tenth Brother was almost immediately gunned down, while Barr and Verla escaped. Ninth Sister and Sixth Brother used the Force to push the clones out of the way so they could pursue Barr. However, Sixth Brother sliced off Ninth sister's leg to buy him time for his escape. He wished her good luck, and slyly remarked that she was always his favorite. Enraged, Ninth Sister told him he was dead and his actions wouldn't stop her. As the battle came to an end, only one Purge Trooper survived the chaos and sat amongst his fallen brothers.

Hunting Cal Kestis

\"A Jedi. This is what I've trained for.\"

- A Purge Trooper confronts Cal Kestis on Kashyyyk

Five years into the Jedi Purge, Purge Troopers accompanied the Second Sister and Ninth Sister to Bracca in search of a Jedi, who turned out to be a Padawan named Cal Kestis. At least two of them were based at an Imperial Refinery on Kashyyyk when Kestis infiltrated the compound along with Saw Gerrera and the Partisans. One of them fought off two rebels before confronting the Padawan, but was killed in the fight. Another was later attacked by Kestis while consulting a scout trooper and was also defeated.

Equipment

\"Never seen a trooper like that before.\"

- Saw Gerrera

Every member was equipped with black and red phase II clone paratrooper armor that was lightsaber-resistant. The armor included several silver and/or red designs and a black helmet alike to that of clone paratroopers. Commanders wore red pauldrons while other troopers either wore black pauldrons, grey ones or did not wear one depending on their rank or specialty. The pauldron was worn over the right shoulder. Most troopers also wore kamas with commanders having red sections on them but some members did not wear one. Furthermore, some members had bandoliers wrapped around the left shoulder. Every member had the Imperial crest on both shoulder pads, either in red (usually for commanders) or in white (for other ranks).

For ranged weaponry, they were equipped with DC-15 blaster rifles, DC-15LEs, DC-15A blaster carbines or E-11 blaster rifles. In close quarters combat, they utilized electrostaffs, electrobatons or electrohammers.

To carry out their duties, Purge Troopers made use of Zeta-class shuttles, TIE/rp Reaper attack landers and LAAT/le gunships.

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The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

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The trooper has advantage on saving throws against Force powers.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

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Aiwhas, also called air whales, were a non-sentient species of winged cetaceans native to the planet Kamino. They were used as mounts by the Kaminoans.

DesignationNon-sentient
Classification

Cetacean

HomeworldKamino
Habitat

Ocean

DietKrill

Biology and appearance

\"That uniform suits you about as well as a hat on an aiwha.\"

- Kan Be to Terex

Massive, winged cetaceans, the aiwha were native to both the oceans and skies of the planet Kamino, capable of both swimming and flying using their wingtips to propel them through either substance. Their long, beak-like mouths featured a baleen used for filtering krill from seawater. The non-sentient species, one of a wide variety of aquatic life on Kamino, was also known as the \"air whale\", and were a peaceful and majestic species. Aiwha gave out bleating cries when dying.


History

\"We've got to stop meeting like this, my friend.\" 

- Obi-Wan Kenobi, saved by an Aiwha for the second time

When the climate of Kamino changed drastically, leading to planet-wide flooding when the ice caps melted, the native Kaminoans adapted both themselves and some of their fellow creatures to their new environment. The aiwhas were among those who were adapted using the Kaminoans' advanced cloning technologies, and became biological curiosities used as mounts to traverse Kamino's endless ocean. The Kaminoans used aiwhas as mounts, although aiwha-riders traveled beneath the waters during the lashing tempests of the severe electrical storms which raged for much of the planet's year.

During the Battle of Kamino, Jedi Master Obi-Wan Kenobi hitched a ride on an aiwha while investigating the planet's Separatist attackers, and was rescued twice during the battle by the creatures. During the search for the rogue clone trooper CT-5555 (\"Fives\"), teams rode atop aiwhas to track down the fugitive.

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If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

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The aiwha can hold its breath for 30 minutes.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes two weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/350_-_Killik_Aebea_Flyer/avatar.webp","effects":[]},{"_id":"ZmFkZTgxYWNlYzYy","name":"Net (3/day). ","type":"weapon","data":{"description":{"value":"

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A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes three attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled.

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The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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If the Jedi rebel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points.

The

Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump,

heal, project

2nd-level: battle meditation, force confusion, force throw,

phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

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The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"OTQ3ODkwOTUxNjYw","name":"Force Resistance","type":"feat","data":{"description":{"value":"

The Jedi has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"ZjYwZTZkYmNlYjM5","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"NmVkM2YwZGU2NGFi","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"YzlhNzdlZWY5Njc3","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jedi rebel makes three melee attacks or three ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MzUwMDhhMWEwOWY1","name":"Shotosaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"NWVhYTM3MTZiYTNk","name":"Blaster Pistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/329_-_Jedi_Knight_Rebel/avatar.webp","effects":[]},{"_id":"TTZtRKvWAPfGEqhd","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"bU4vnnRpwjKlwML4","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"hapCx9YMjolznL18","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IgkORZjWCMnxzwCk","name":"Turbulence","type":"power","data":{"description":{"value":"

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity saving throw or take 1d6 force damage.

\n

This power’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Jgw6KzAgqpQbry2K"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hKRhLOkX4fghboZC","name":"Battle Precognition","type":"power","data":{"description":{"value":"

Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1ARPmaD7aZ3Pjxt2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Precognition.webp","effects":[]},{"_id":"H35FAmlIJEmJNrUz","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"vAheLb6bYoYQoEH0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"G5espKfak5peVMmD","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"gnj9g9meSDsUb2zK","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"jTr9AiZYvOsb2PMp","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"tUF8Pb8rLBDAoVT8","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"c9e7lKnCgeiiAf67","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"MqjPc8Mu1BZIcfkc","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"cc9ICyP8Hu6MzDoL","name":"Project","type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FLBRnexpCEIneqy2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"JumnLZ8xk8HMqewy","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"o7qpxHFY9gPeIze6","name":"Force Confusion","type":"power","data":{"description":{"value":"

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

\n

The target can act normally on its turn if you choose no creature or if none are within its reach.

\n

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1690000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KG7ajXisDV6UGlHg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Confusion.webp","effects":[]},{"_id":"TpFZZENI5mtmN10x","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1790000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tz8I5F70tvGKeUuP","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1890000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"qJwINGqo9p22KCXi","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1990000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"TRDUr4qgZB95d151","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2090000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"P832gNJXXddyUuAd","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2190000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HmsfC2erBb0TwSKL","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2290000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6PSMvfteXoPHyziI","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2390000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"XrNTDPoLqD4Kkyek","name":"Mind Trap","type":"power","data":{"description":{"value":"

Prerequisite: Force Confusion

\n

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature’s mind is trapped. It can think, but it can’t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power’s duration becomes 24 hours and it no longer requires your concentration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2490000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WWCvfD4ldEZoR5fn"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Rx8Cc2zsZFviikv0","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2590000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"udilhQdib2rKrQSy","name":"Probe Killer Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":38,"min":0,"max":38,"temp":0,"tempmax":0,"formula":"7d8+7"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":20,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":38,"min":0,"max":38},"bar2":{"value":15,"min":0,"max":0},"senses":{"darkvision":30}},"details":{"biography":{"value":"

\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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The swarm makes 4 leg slash attacks if it has more than half its hp, or 2 leg slash attacks if the swarm has less than or equal to half hp.

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DesignationNon-sentient
ClassificationAvian
Feather color
  • Blue
  • Red
  • Green
Eye colorBlue
Distinctions

Four legs

Homeworld
  • Ord Mantell
  • Alderaan

Flutterplumes were feathered carrion-eaters native to the planet of Ord Mantell that also had a sizable population on Alderaan. The enormous scavenger bird was noted for its impressive hook-like beak and four sets of curled talons that it used to tear apart and consume rotting carcasses. Its beautiful feathers were also valued as good luck charms. An abundant supply of fresh battlefield kills attracted flocks of these carrion eaters and there were stories of wounded men unable to defend themselves being eaten by the hungry winged predators. Flutterplumes hunted in flocks of three or four, gliding on the thermal currents that blew across the Scraplands north of Worlport.

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The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The flutterplume has advantage on an attack roll against a creature if at least one of the flutterplume's allies is within 5 feet of the creature and the ally isn't incapacitated.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The tactician can attempt to hide even when obscured only by a creature its size or larger.

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The tactician can take the Disengage or Hide action as a bonus action on each of its turns.

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The tactician can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

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When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

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When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

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The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.

Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.

Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.

Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

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Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

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Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.

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Ranged Weapon Attack +7, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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ClassificationRodent
Homeworld

Yavin 4

HabitatJungle

Stintarils were a species of rapacious rodents that were native to the moon Yavin 4, and dwelt in the mid-to-upper levels of the jungle canopy.

The Stintarils had sharp teeth that could easily puncture and hold on to prey, and a knobby hairless tail that was used for balance. These rodents attacked in swarms, being known for their great speed. Their prey mainly consisted of woolamanders and whisper birds. The species was nomadic and, as such, were constantly on the move; even their young, born in litters of four or five, were born in transit.

The metabolism of the stintaril was extremely high, and they had to eat often or risk starving to death within a few hours. Hungry stintarils were known to turn on their own kind as a last resort, cannibalizing the weaker among them in order to survive.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stintarils. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 3 (1d6) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

","public":""},"alignment":"Any Dark","species":"","type":{"value":"humanoid","subtype":"","swarm":"","custom":""},"environment":"","cr":16,"powerForceLevel":0,"powerTechLevel":19,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["acid","cold"],"custom":"\u0000re, Ion, Lighting, And Sonic Damage"},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":19,"prof":5,"total":9},"ins":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1,"tmax":1,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","token":{"flags":{},"name":"Mad Scientist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vBArvFbyHUxXHXth","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2JjZGI5NDBmMzhm","name":"Acidic Vials","type":"feat","data":{"description":{"value":"

When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"Mjc3Yzk5ZWIyZWMw","name":"Madness","type":"feat","data":{"description":{"value":"

The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an intelligence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a\u0000ected by force confusion for 1 minute.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"YTM3NDY1N2E3ZDdm","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

The chief o\u0000cer has advantage on saving throws against tech powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"YjA0N2YwNjEzOTM2","name":"Techcasting","type":"feat","data":{"description":{"value":"

The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison

spray, ward

1st level: absorb energy, cryogenic blast, energy shield, oil

slick, smoke cloud

2nd level: darkvision, mirror image, pyrotechnics, shatter

3rd level: dimish tech, explosion, sending, tech override

4th level: ballistic shield, holding cell, kolto reserve

5th level: cryogenic spray, friendly fire, shutdown

6th level: disintegrate, kolto infusion

7th level: tactical superiority

8th level: incendiary cloud

9th level: invulnerability

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ODIyMjI1NGJiMGQz","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ZGM5YzFmZGI0YTMx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The mad scinetist makes three Electrobaton attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OTdhM2NlYWU4NmJj","name":"Electrobaton","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"ZTE0YjRmMmZmYzYx","name":" Maddening Presence (1/Day)","type":"feat","data":{"description":{"value":"

.

Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes aff\u0000ected as if by force confusion for 1 minute. At the end of each of its turns, an a\u0000ffected creature takes 4 psychic damage and repeats this save, ending the eff\u0000ect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/424_-_Mad_Scientist/avatar.webp","effects":[]},{"_id":"3eHRZ84RdP0YuNNl","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"kuGHzDktGOEABjd2","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"vp9c6GN8Ai4wQuRB","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"jURmBiTLtrfBM3BP","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"sCGDifHiQmnuSf7z","name":"Ward","type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.tM8bhPs9ehJjv11n"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp","effects":[]},{"_id":"casebwARpRB6nM3E","name":"Absorb Energy","type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c17MNNJ8FplU5Txm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]},{"_id":"k6ztwqAaop3DVQkd","name":"Cryogenic Blast","type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SFwBxNBEuVHbgxXi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp","effects":[]},{"_id":"zXBrZ04YPHzR5CWP","name":"Energy Shield","type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c7vvcY0lZDii7SOI"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp","effects":[]},{"_id":"6X5v5WJClLRsChW9","name":"Oil Slick","type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.bp55Q4R0gBpd0FiM"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp","effects":[]},{"_id":"6wBquZRguuVwMsLp","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"nXqwJXmCkGslHEJX","name":"Darkvision","type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NTJFd2LsJJJjXjgv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Darkvision.webp","effects":[]},{"_id":"a16j9o3uvWi54Kix","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"mnmSjvKjQvwLJTRQ","name":"Pyrotechnics","type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5yJQ10UhYzm0bCcy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp","effects":[]},{"_id":"PJOGXkA7uRty0Ekj","name":"Shatter","type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d0FiFRm54YKcE0Zs"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp","effects":[]},{"_id":"HjGhztqa5wnwOsVJ","name":"Diminish Tech","type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.g0WJVphRgr0iSG1x"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp","effects":[]},{"_id":"y212rpImi9wrik5c","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"xmy1WKGdD0JsxkZr","name":"Sending","type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.fdxHYa82RznE46mK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp","effects":[]},{"_id":"nvbFWD2ICv9PjSIb","name":"Tech Override","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.9Vg5TEwWdVh3NVym"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp","effects":[]},{"_id":"OkV0UwDikXdA7lSo","name":"Ballistic Shield","type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JixOzwaRnsdf1zKP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp","effects":[]},{"_id":"91SlMAI8F3CtKEWZ","name":"Holding Cell","type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PJxftyDxgenF6aj2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp","effects":[]},{"_id":"5eEfiN6ANXeVofhj","name":"Kolto Reserve","type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.OkLzEeGi9Gna7dOy"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp","effects":[]},{"_id":"uUEe8pv7i46r9lTn","name":"Cryogenic Spray","type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NBfknzmSaSJMH89w"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp","effects":[]},{"_id":"d23NvJOufgzy2wQt","name":"Friendly Fire","type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ILn7Jzn6BVcDnS9i"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp","effects":[]},{"_id":"5xf9pXzotruFsgew","name":"Shutdown","type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.MQnk1dyfbYgXh2Ns"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp","effects":[]},{"_id":"LJh9UUoG2XMz9Vae","name":"Disintegrate","type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.F4Q7jJ2ssAKfNHw0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]},{"_id":"uzxuOP0yTq8CwSgo","name":"Kolto Infusion","type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xxrRddwkMSsJbPs0"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp","effects":[]},{"_id":"bSHKCyT1EbIpmxCZ","name":"Tactical Superiority","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P1V3IyTuobCwDV4u"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp","effects":[]},{"_id":"Sd4n7rd320Egd2p0","name":"Incendiary Cloud","type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SE3mktWuG9wEE6R5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp","effects":[]},{"_id":"d3TFHByrR7XuRFJj","name":"Invulnerability","type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":2980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Il5IT5Y2FcEXO59O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp","effects":[]}],"effects":[]} +{"_id":"vE9lhCgHtAdQBYAH","name":"First Order Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":20,"min":0,"formula":"unarmored defense"},"hp":{"value":207,"min":0,"max":207,"temp":0,"tempmax":0,"formula":"19d8+114"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":45,"min":0,"max":45,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":207,"min":0,"max":207},"bar2":{"value":20,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"With the blood of a scoundrel and a princess in his veins, his defiance will shake the stars.\"

- Landonis Balthazar Calrissian

Kylo Ren

Ben Solo was a Force-sensitive human male Jedi who, after falling to the dark side of the Force, eventually renounced his adopted persona of Kylo Ren and was redeemed. During the New Republic Era, he conquered much of the galaxy as Supreme Leader of the First Order and master of the Knights of Ren. The blood of the most powerful Jedi and Sith flowed through his veins, granting him raw strength in the Force. Ren embodied the teachings of both sides, creating much conflict within him, yet it was through discord that he derived power, and he learned to channel his anger into strength. Ultimately, Ren sought to build an immunity to the light side of the Force and destroy the last remnants of the Jedi Order, fulfilling the legacy of his grandfather—the Sith Lord Darth Vader. The man who became known as the \"Jedi Killer\" was born on the planet Chandrila in 5 ABY, when the Galactic Empire surrendered to the New Republic. The son of General Han Solo and Princess Leia Organa, Ben Solo was trained by his uncle, Jedi Master Luke Skywalker. After Solo's destruction of Skywalker's Jedi temple, Solo renounced his family and assumed the identity of Kylo Ren, becoming a First Order warlord and the apprentice of Supreme Leader Snoke. Ren's descent into darkness was marked by the massacre of civilians and the murder of his father, but the act of patricide failed to end his inner turmoil. Believing he was destined to rule the galaxy, Ren assassinated Snoke and usurped the position of Supreme Leader, seizing both military and political control of the First Order. It was not a complete victory for him, however, as Rey, a Jedi apprentice whom he was growing close to, rejected his offer to rule beside him. Though they were sworn enemies, Ren and Rey shared a unique bond with each other, making them part of a prophesied dyad in the Force. Supreme Leader Ren prioritized the destruction of the Resistance and the capture of Rey, viewing both as obstacles in his path to complete domination. The war came to a head in 35 ABY with the return of the Sith Lord Darth Sidious, who urged Ren to become the new Emperor by killing Rey. However, the persona of Kylo Ren ceased to exist after his mother died, allowing him to regain his former identity as Ben Solo. After the battle on Exegol, Solo sacrificed himself to revive Rey, and the two shared a kiss before he vanished into the Force as the last of the Skywalker bloodline.

","public":""},"alignment":"Chaotic Dark","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":21,"powerForceLevel":15,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":18,"prof":7,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","token":{"flags":{},"name":"First Order Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vE9lhCgHtAdQBYAH","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDMwN2IwZmM2MGNh","name":"Disarming Strike (3/day)","type":"feat","data":{"description":{"value":"

When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"OGQyMzE5MjhiN2Fm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points).

The Warlord

knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw, sonic charge

1st level: burst of speed, fear, force jump, force propel, phase

strike, slow descent

2nd level: coerce mind, force throw, phasewalk

3rd level: choke, dark aura, force repulse, knight speed, sever

force

4th level: dominate beast

5th level: dominate mind, telekinesis, improved phase strike

6th level: crush, rage, telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"ZmJjZDQwNTU3MzBk","name":"Great Weapon Fighting","type":"feat","data":{"description":{"value":"

The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"N2RjMDliMDg0NmVj","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Warlord fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"OTYyYmFkYzcxNzdl","name":"Reckless","type":"feat","data":{"description":{"value":"

At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"Y2FhOTU1MzI0ZWU3","name":"Relentless (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NWVkNDcyOTNiMmQx","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NWNjYjUzNzg1NGRm","name":"Unstable Kyber Crystal","type":"feat","data":{"description":{"value":"

The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"YmFkNjJmMzBlNmI3","name":"Force Immobilize","type":"feat","data":{"description":{"value":"

When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"MmM0YTk1ZTgzMzBj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Warlord makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NDRjODgxYTBmZWYy","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"YjhjYmQ0YWM3NjI0","name":"Move","type":"feat","data":{"description":{"value":"

.

The Warlord can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NGI4ODU1OWQ2NmNi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Warlord can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"NTA5NDk1ZTMxYTFm","name":"Greatsaber","type":"feat","data":{"description":{"value":"

.

The Warlord makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","effects":[]},{"_id":"5glJWenoHadVk2fY","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]},{"_id":"As2Wemcdas2AEQb3","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"68WFM67Z1Q3LCQFh","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"QES0Sun3aXNFVeIm","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"IVPFwv4ehwjIQQit","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"X0VjnlVhhnWfW7YP","name":"Sonic Charge","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you begin to emanate a disturbing hum until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 sonic damage.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BMCJlnRZ5j4MlUnU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"q7BuphYmqhw1uGM2","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"35LRq6cv08cP1bJM","name":"Fear","type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.haGnWeBa6QhTG9Dh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]},{"_id":"w2zhUn40j7OQbszG","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"v90KKdYvIJ2pDmME","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zs9zS86naEmdDbKW","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"q0vATa8wQhC7i4WI","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hou6BJDEAdbDBcOC","name":"Coerce Mind","type":"power","data":{"description":{"value":"

Prerequisites: Affect Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

\n

If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YFbfva5hY5FOxmdw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fWxhVE1pebxC2Njy","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8BFLChxaDr0A5GwJ","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"U79fCeDmTuBqR2BJ","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"t2BVeL9GCg0hCgfr","name":"Dark Aura","type":"power","data":{"description":{"value":"

Prerequisite: Hex

\n

You manifest a mantle of malevolent dark side energy to a radius of 15 feet. Each creature who enters this aura or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and has its speed reduced by half. On a succesful save, a creatures takes half as much damage and isn’t slowed.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cM4TP2daTOU7tUv3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dark%20Aura.webp","effects":[]},{"_id":"GFP450HSmcmibS0i","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"M8Hl6YRG03OS7Gfx","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Md2leiCOMEkGTU75","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vtTGUspUqi8pn9G9","name":"Dominate Beast","type":"power","data":{"description":{"value":"

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage on this saving throw.

\n

While it’s charmed, you have a telepathic link to it if you’re on the same planet. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn’t receive further orders, it focuses on defending itself.

\n

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don’t allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

\n

If the beast takes damage, it makes another Wisdom save. On a success, the power ends.

\n

Force Potency. When you cast this power using a 5th-level force slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.JBd2XatPjBGxjimU"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Beast.webp","effects":[]},{"_id":"GF5xlLypqBChBDXe","name":"Dominate Mind","type":"power","data":{"description":{"value":"

Prerequisite: Dominate Beast

\n

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"1vgRqWQMU3z9UVmX","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZZT6Ixt8a8WYzz8u","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uMC2QWXngZFs6o2j","name":"Crush","type":"power","data":{"description":{"value":"

Prerequisite: Choke

\n

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"1ZygzntV0N3rTzgd","name":"Rage","type":"power","data":{"description":{"value":"

You endow yourself with endurance and martial prowess fueled by the Force. Until the power ends, you can’t cast powers, and you gain the following benefits:

\n
    \n
  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • \n
  • You have advantage on attack rolls that you make with lightweapons and vibroweapons.
  • \n
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • \n
  • You have proficiency with all armor, lightweapons, and vibroweapons.
  • \n
  • You have proficiency in Strength and Constitution saving throws.
  • \n
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • \n
\n

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["50","temphp"]],"versatile":""},"formula":"2d12","save":{"ability":"con","dc":15,"scaling":"flat"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ABfdZpL0iC2Osioj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Rage.webp","effects":[]},{"_id":"2WUmj5HYL54LJGRR","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"vGz0mC3yT5ECAp8q","name":"Jensaarai Defender","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":18,"min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":18,"min":0,"max":0},"senses":{"special":"passive Perception 18"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":{"value":"humanoid","subtype":"human","swarm":"","custom":""},"environment":"","cr":8,"powerForceLevel":9,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","token":{"flags":{},"name":"Jensaarai Defender","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vGz0mC3yT5ECAp8q","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWU3MzIwODU5MDBh","name":"Jensaari armor","type":"feat","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"MTI5YmNmZjhiZGZk","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points).

It can innately cast the following

Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"NGE4ZTM4MGIzN2Fi","name":"Cortosis Gauntlet","type":"feat","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"N2FiMTE1MmM2N2Vh","name":"Praetoria Ishu","type":"feat","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"N2NiNWZlYTcyZTZi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"NjBlMjgwN2IwODI2","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"ZDJmMjQ4YjNlM2E1","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/346_-_Jensaarai_Defender/avatar.webp","effects":[]},{"_id":"f6h2wZS6AJb8Q1mq","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"0rnY2kOxQM7fBNTR","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"19qiR8BafR1cuVo3","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"KcMSyiO4d1pwqsF4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"AZhw9uLmT4BfRYj0","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zUTgUfuPtT4foRMW","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X8KNOKNXPleNAKo7","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"HfuXQWyokBU1IQxq","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I55TFsuTctZYCoU7","name":"Force Camoflage","type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.i1N033vPzDom3Kpj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"2uvVvI8DRDgzRDFd","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"T2hJPsDONpQdzQ9U","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dzeie98JrUySVVaF","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"3pJf2wAtejvz8tgY","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"vML5bDJCXmB4HCja","name":"Kath Hound","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":10,"min":0,"max":10,"temp":0,"tempmax":0,"formula":"3d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":10,"min":0,"max":10},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":30}},"details":{"biography":{"value":"
DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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\"What, were you celebrating early? You smell like a cantina!\"

- Shad Jelavan to Zayne Carrick

A cantina, also known as a saloon, bar, or pub was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Some cantinas had fighting rings. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. They were typically located on smuggler-affiliated planets, such as Atzerri, Abregado-rae, Tatooine, Nar Shaddaa or Nal Hutta.

Atmosphere

Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise).

Cantinas were generally poorly lit and crowded. They were dangerous centers of criminal activity, and it was not uncommon for patrons to be maimed or killed within the walls, without so much as a flinch from the staff or the other patrons.

Though most cantinas were open to everyone, many did not allow droids inside. Still other cantinas, such as the Jekk'Jekk Tarr on Nar Shaddaa, were designed only for aliens; the air consisted of fumes that were similar to the ones on their homeworlds, and therefore poisonous to Humans.

Staff

All cantinas employed at least one bartender. Chalmun's Spaceport Cantina had two bartenders: Wuher, who worked the day shift, and Ackmena, who worked at night. A serving staff of waiters and waitresses was often employed as well, and the bartender sometimes had an assistant or barmaid. In addition to the serving staff, most cantinas hired bouncers to handle the many drunk and disorderly patrons.

Some cantinas used MixRMastR robo-bartender droids as bartenders and other types of service droids to wait tables and handle the bar counter. The Kedorzhan Bar on Taris was run entirely by droids.

Many cantinas incorporated some type of entertainment, be it dancers or musicians. In some cantinas, female Twi'lek slaves danced on stages, while others used holograms. Bith musicians playing music, jizz for instance, were also popular entertainment. Some establishments employed both dancers and a band.

Layout

While layouts varied, cantinas typically included most of the same elements. Tables and chairs were generally scattered around the room, sometimes in the form of booths that were set into the walls for added privacy. Another element common to all cantinas was the bar. Often the bar was shaped like a long U, allowing the greatest number of patrons to be seated around it. In the center of the U-shape was the beverage dispenser, where the bartender made the drinks. At the back of the bar was usually a door leading to an office or other employee area.

Depending on the entertainment offered, a stage or bandstand could be against one wall for the performers. Often there would be a room off the main bar area with extra tables for playing pazaak or sabacc. Some cantinas also ran swoop races, in which case there would be a registration area and monitors for watching the races.

Additional areas in a cantina might include a VIP lounge—a room off the main bar area that was cordoned off for a particular group. The Upper City Cantina on the planet Taris had an area for watching and participating in dueling matches, and Zax the Hutt had established a bounty office in Javyar's Cantina.

The famous Jekk'Jekk Tarr, which exclusively served aliens who breathed fumes that were toxic to Humans, had four distinct chambers plus a VIP lounge. Each chamber was filled with a different type of gas, and was separated from the others by a small decontamination chamber. Despite the presence of a bartender, the Jekk'Jekk Tarr was primarily \"self-serve,\" with chemical dispensers located in convenient places around the room, primarily near the clusters of tables in the corners of the respective chambers.

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As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

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The cantina brawl can occupy another creature's space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can't regain hp or gain temporary hp.

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The cantina brawl makes two melee attacks or two darts attacks.

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Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" - Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

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The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

5th level: improved phasestrike, improved phasewalk, mass

animation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/347_-_Jensaarai_Saarai-Kaar/avatar.webp","effects":[]},{"_id":"YTY4Y2JlMmZjMmZh","name":"Ballistakinesis","type":"feat","data":{"description":{"value":"

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The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

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You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

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Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"moPFQZVU5JF8pRI6","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"EOzvUZExQuZalWG0","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cAQpdeHeirVbvm5n","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"P7bHhY1tVKXM5dAS","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"tXLmFcilEAXYW5St","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":770000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"dSRJvCvZQ2ZbxxI5","name":"Phasestrike","type":"power","data":{"description":{"value":"

Until the power ends, your movement doesn’t provoke opportunity attacks.

\n

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":870000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G8UVHP4MXW6Dudky"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"6ao0svIZymcWlY0B","name":"Phasewalk","type":"power","data":{"description":{"value":"

You teleport up to 30 feet to an unoccupied space that you can see.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":970000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.or5ZY4T4t1wJJ5ad"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UDxNcbJEJ1jCL2GC","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1070000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"81ZrZFNVwTV2MnR2","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vfyaluRwif9JUywY","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xx4HvuXOKn0g21bo","name":"Knight Speed","type":"power","data":{"description":{"value":"

Prerequisite: Burst of Speed

\n

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"aK4xes9pPixegDPh","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"I2tBA7yI9cdr9sZX","name":"Improved Phasewalk","type":"power","data":{"description":{"value":"

Prerequisite: Phasewalk

\n

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6tJDkxz5pyPHVJvT"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"rrxai8cUlDxRtIK1","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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\"We're almost through. Bring in the flamethrowers.\"

―Jedi General Ki-Adi-Mundi, during the Second Battle of Geonosis

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Flame Trooper Corps)

Clone flametroopers were clone troopers of the flame trooper corps equipped with insulated armor and BT X-42 heavy flame projectors. Flame troopers under the command of Jedi General Ki-Adi-Mundi and Clone Commander CC-1993 \"Jet\" were highly effective against the Geonosians during the Second Battle of Geonosis.

For general information about troopers, see Trooper

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.

Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 4 (1d4+2) kinetic damage

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DesignationPossibly semi-sentient or sentient
Average lengthSmall
Average massNot very heavy
Skin colorRadiating color at the touch
Distinctions
  • Conscious full body camouflage
  • Long snout forboring holes
  • Back spines cointaining a toxin
Homeworld
Fex
HabitatTrees
DietBrains

Fexian skullborers were the apex predators of the purple moon of Fex in the Sha Qarot system of the Deep Core, inhabiting the trees of the mostly unexplored moon. The species' name was derived from the method by which they fed, drilling holes into the skulls of their prey via their long snouts and feeding off the victims' brains. The skullborers would drop down from the trees of the moon and latch onto their prey with their six limbs ending in clawed fingers. The predators also had a natural, full body camouflage they used to maintain the element of surprise when they attacked, as well as back spines that contained toxins that would poison their prey if they attempted to remove the skullborers from their head.

The skullborers were first discovered and recorded shortly after the Battle of Yavin by a collection team of scientists sent to Fex by biotechnology company Kelen Biolabs. Unprepared to combat the skullborers when they attacked, three members of the collection crew were killed by the predators. Interested in harvesting the Skullborers for research on their toxins and boring physiology, the Biolabs sent a second collection crew to the planet with better armor and weapons. The crew managed to capture ten skullborers and return them to their starship the Harvester safely, but five of the creatures escaped from their containment and killed all but one of the second collection crew. Kelen Biolabs sent a third collection crew of Luke Skywalker and Nakari Kelen to the moon, who found the Harvester and killed the five escaped skullborers, despite their use of adaptive tactics to find the pair. Due to the intelligence the predators displayed in fighting the duo, Skywalker and Kelen believed the creatures possessed some level of sentience.

Biology and appearance

Fexian skullborers was the name assigned to a a species of possible semi-sentience or sentience. The skullborers were small in stature compared to a fully grown humanoid, and were very light in weight. The creatures had six spindly limbs, each with clawed fingers. The skullborers' central body had a neck forming a large skull, ringed with eight eyes evenly spaced across it. The skull also had a large snout protruding out that had an outer layer of skin with an inner, translucent feeding tube. Between the two layers of the snout was a ring of bone covered by a layer of crystalline with the hardness similar to diamond. The teeth ring was connected to a muscular system at the junction of the snout and skull that allowed to teeth to rotate, and were arranged at an angle to prevent the teeth from cutting the inner feeding tube. This would allow the skullborers to cut through a variety of tough substances to feed, including heavy armor and thick polycarbonate glass.

The skullborers had rigid and sharp spines on their back in four rows of four radiating to the sides that contained toxins that would poison anyone that touched the spines. They species also possessed an active full body camouflage that would hide them from the naked eye. The skullborers could consciously control this camouflage, but if the skullborers were unconscious or dead their camouflage would dissipate, revealing skin that would radiate color at the touch. Despite having light weight, thin bones, the skullborers' skeleton was very strong.

Behavior

The Fexian skullborers were native to Fex, the purple moon of the planet Sha Qarot in the system of the same name in the Deep Core. The species were the apex predators of the moon, feeding off the brain matter of their prey. The skullborers resided in Fex's tall trees, dropping on their prey from above, and latching onto their victim's head with their clawed fingers. The skullborers would place their snouts onto the skull of their prey and the rotating teeth of the predator would drill through the bone and any armor to reach their desired food. The predators utilized their camouflage shield them from view, as well as their vantage point in the trees to prevent their prey from smelling them, maintaining an element of surprise. The toxic spines on their back would poison their prey if the skullborers' target attempted to swipe the predators off their head.

The skullborers exhibited adaptable behavior to combat their prey and avoid capture, which conveyed some level of sentience. When captured and put in thick polycarbonate glass containers, a group of skullborers learned to bore through the glass using their teeth to escape. In a confined starship, the freed skullborers climbed to the ceiling of the ship to gain a vantage point to attack their captures. When on the attack, two of the skullborers could observe that their preys' hands, which had been used to kill other skullborers, needed to be neutralized before attacking their preys' heads. The skullborers also possibly demonstrated some level of self sacrifice for a tactical advantage. When two skullborers attacked Luke Skywalker, one jumped on top of another, impaling the superior skullborer on the spikes of the inferior one, but also shielding the skullborer from Skywalker's stun stick. Skywalker was not sure if the skullborer had intended to sacrifice itself, or if it had landed on its compatriot by happenstance.

History

By the time of the Galactic Civil War, the Fexian skullborers had evolved be so effective at their predation that most other large animals of Fex, predators and herbivores alike, had evolved to have thick, crystalline structures and horns covering their heads or highly armored body cavities to withdraw their head into. The Fexians skullborers and the Sha Qarot system overall remained undocumented by the greater galactic society until shortly after the Battle of Yavin when the biotechnology Kelen Biolabs discovered the system. Believing Fex to hold possible value for future medications and other biological utilities, Fayet Kelen, the owner of the Biolabs, dispatched a collection crew of scientists to Fex to survey and collect samples for study. Three of the crew's members, the Bith Priban, the Duros Hafner, and human member disembarked their starship the Harvester to more closely explore the ecosystem of Fex.

As the trio were walking under a canopy of trees, recording the trip with holocams installed in their helmets, a skullborer landed Priban's helmet and began to drill into his head. Priban grabbed his head out of reflex, stabbing himself with the skullborer's spikes and poisoning him in the process. Unable to see the creature due to its camouflage and unsure of what was happening, the other two scientists were unable to react before Priban fell motionless. The human was next to be attacked by a skullborer, and realizing that something was assaulting him, called for Hafner to shoot a stun blast at his head as well as Priban's. Hafner was not able to react in time and the human too fell to the ground. Hafner finally stunned the human's head and the skullborer on it, revealing the creature visually. Hafner began to inspect the predator's physiology, making the first documentation of the species with his holocam, until another skullborer fell on the Duros. Trying to protect himself, Hafner commed the Harvester to come pick him up and stunned his head, knocking out both him and the skullborer. However, the Harvester was too slow in retrieving the crew members, and all three had their brains eaten out when the skullborers awoke, retreating into the trees afterwards.

With the holorecordings from the three deceased scientists preserved, Kelen Biolabs was interested in capturing the skullborers to study the physiology of their boring snouts as well as the toxins in their back spines. The company sent a second crew of five to Fex better equipped with stun sticks and heavier armored helmets aboard the Harvester. The second crew managed to successfully contain ten skullborers and bring them back aboard the ship. However, five of the skullborers were able to escape the polycarbonate glass containers the crew had imprisoned the predators in by boring through them. The crew, having taken their armor off by under the false guise of safety in their own ship, were caught unprepared when the skullborer's attacked them. All but one of the crew members were killed, the last man managed to lock himself in one of the ship's quarters to prevent the skullborers from attacking him.

Having lost contact with the second crew, Fayet Kelen hired two human Rebel operatives, the prospective Jedi Luke Skywalker and Fayet's daughter Nakari Kelen, to go to Fex as a third collection crew as well as return the Harvester and its crew. The senior Kelen gave to two stun sticks and a prototype head armor even heavier than what the second collection crew had, as well as the recording of the first crew's encounter with the skullborers. Upon reaching the moon, the pair tracked down the Harvester and began to inspect its interior. The five escaped skullborers were residing in cluster of wires and tubes on the ceiling of the ship's medical bay, and when Skywalker entered the room one of the predators jumped onto his helmet. The pilot quickly stunned the skullborer using his stick, toppling to the floor in the process. Two more skullborers then jumped on Skywalker's visor, a weak point in the helmet's design, with one skullborer landing on top of the other. While the top skullborer was killed by the other's back spikes, the lower skullborer was shielded from Skywalker's stun baton.

In desperation the young Jedi shot a blaster bolt across his visor, incinerating the skullborers. Kelen entered the room and shot the skullborer Skywalker had stunned. The two remaining skullborers on the ceiling, having witnessed the two humans kill the other skullborers using their hands, changed their tactics and attacked Kelen's hands. Kelen quickly reacted, killing the skullborers in rapid succession. The pair collected the corpses of the five dead skullborers along with the five skullborers that had remained in their glass containers, and returned to the planet Pasher, the base of Kelen Biolabs, with the Harvester and the lone survivor of the second crew in tow. Upon arrival, Nakari Kelen reported to her father that, due to adaptable behavior the skullborers had demonstrated in escaping the previous crew and attacking the duo, they believed the skullborers were sentient in some form.

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If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","effects":[]},{"_id":"ZjFhNDc1OWMxMzJj","name":"Poisonous Skin","type":"feat","data":{"description":{"value":"

Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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The skullborer can turn invisible as an action or bonus action.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

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Melee Weapon Attack +7, Reach 5 ft., One incapacitated humanoid grappled by the skullborer. Hit : 36 (8d8) kinetic damage.

If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes two ranged weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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\"Still resisting? Unwise.\"

- A KX-series security droid

ManufacturerArakyd Industries
ClassSecurity droid
Degree4th degree droid
Cost50.000 credits

KX-series security droids, also referred to as enforcer droids,[6] were a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Description

\"KX droids have a long range of combat capabilities, excellent probability analysis algorithms, and direct access to the Imperial datanet.\"

- R0-GR

Arakyd Industries KX series Enforcer droids came equipped with a built-in comm package, recharge port, and a computer interface arm that allowed them to connect with standard communication frequencies for areas they were assigned to. The Imperial crest was imprinted on the side of each shoulder, one of which could be emblazoned in gold if the droid had received an enhanced status. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as \"security droids.\" They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

History

The droids were deployed as early as 14 BBY to guard Imperial installations, such as the Imperial Refinery or the mining headquarters on Ilum.

During the Galactic Civil War, they were present on both Jedha and the Imperial facility on Scarif. K-2SO and K-4D8 were examples of these droids.

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The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor makes two attacks: one with its claws, and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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A carnivorous plant was a plant native to the swamps of Naboo. Standing taller than four meters, the carnivorous plants grew together in \"forests\" of each other, attempting to devour any animal unfortunate enough to get to close to them, including sentient beings. They had four yellow leaves and a mouth on top of a stalk.

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Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch-thick, unenhanced metal in 1 round.

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While the plant remains motionless, it is indistinguishable from a normal plant.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The Bendu’s attacks are considered enhanced.

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The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, sense

emotion, sense force, sever force

3/day each: force repulse, force project, force suppression,

sanctuary, telekinesis

1/day each: earthquake, force storm, improved force

camouflage, mass animation, precognition

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If the Bendu fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"MzU4MmI0YjcyYzJk","name":"Limited Force Immunity","type":"feat","data":{"description":{"value":"

The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"YTFlMjZjZWY0NjVm","name":"Shield of the Light","type":"feat","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"OTU1OGEzZTU2MDAw","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"YmUyM2YwZGYzNWUx","name":"Claws","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"YWJjMGRmOGU3Y2Mz","name":"Horns","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"NWFjNmQzMWFjNDI3","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Bendu teleports up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"ZTFlYzQ5NGRkNzc1","name":"Lightning Strike","type":"feat","data":{"description":{"value":"

.

The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"Yjg5YTBiYjMzNjcx","name":"Attack","type":"feat","data":{"description":{"value":"

.

The bendu makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"ZjcwNmI3MmFhYTZk","name":"Teleport","type":"feat","data":{"description":{"value":"

.

The Bendu uses its teleport action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"MmZiODFiZWI0YzJh","name":"Innate Power","type":"feat","data":{"description":{"value":"

.

The Bendu casts an at will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","effects":[]},{"_id":"faoEe3jeIuHyanrK","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WydKcY6QDuRB8hRw","name":"Force Sight","type":"power","data":{"description":{"value":"

Prerequisite: Sense Force

\n

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n
    \n
  • Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.
  • \n
  • You gain blindsight to 30 feet.
  • \n
  • You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"av8wVkdhLxq5JaFd","name":"Force Throw","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

You use the Force to move a Large or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power’s damage increases by 1d8.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bzvLe859r7CDWFIv"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"hsOmNlUrF5OuMAwy","name":"Sense Emotion","type":"power","data":{"description":{"value":"

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Ns34rjyKzqeydYBH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZeyyVVuUyYT67KkY","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"cAmRc6vqwY3cKlCV","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Zzj1wElNQkciAvbi","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":840000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sFHiHRA7XqTyAArG","name":"Force Project","type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":940000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.KVY80cxeW955U6mG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FW5682gdIGtb3vHC","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1040000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"YrRWBwl5sYFRVOGX","name":"Sanctuary","type":"power","data":{"description":{"value":"

Until the power ends, any creature who targets the warded creature with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn’t protect the warded creature from area effects.

\n

If the warded creature makes an attack, casts a power that affects an enemy creature, or takes a hostile action this power ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1140000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hCkZcduMjx91kSe"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"zy3KP0dNplnkiXAQ","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1240000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"15yLTMvC3dHqnFes","name":"Earthquake","type":"power","data":{"description":{"value":"

Prerequisite: Eruption

\n

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1340000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LaMeLhJNddpcF9dd","name":"Force Storm","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning Cone

\n

A crackling storm of lightning with a diameter of 60 feet and a height of 120 feet appears in a location you choose within range. Whenever a creature enters the storm or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 30d6 lightning damage or half as much as a successful one.

\n

The power damages objects in the area and ignites flammable objects that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"cylinder"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["30d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1440000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.16N8bYdqJ8bvDPQX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Storm.webp","effects":[]},{"_id":"7060s16exXHkZRPh","name":"Improved Force Camouflage","type":"power","data":{"description":{"value":"

Prerequisite: Force Camouflage

\n

A willing creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1540000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.I2EsFwBa7AyIwX1v"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CYiqazMm6hpQtbhW","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1640000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"OhZzlg9IG9CbNzFP","name":"Precognition","type":"power","data":{"description":{"value":"

Prerequisite: Danger Sense

\n

Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1740000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.HqxcYlFOZJZ91a98"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} +{"_id":"xX2D1vd5ogpIkBhK","name":"Galactic Senator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":1,"min":3,"mod":7,"save":11,"prof":4,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"fiber armor, light 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Senator","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"xX2D1vd5ogpIkBhK","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NjEyZmFkNmViNmQy","name":"Critical Analysis","type":"feat","data":{"description":{"value":"

The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"M2YzMjRjMWVkNzhh","name":"Inspiring Leader (3/day)","type":"feat","data":{"description":{"value":"

As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"Y2ZlNWZhYTg5NzRl","name":"Incite (3/day)","type":"feat","data":{"description":{"value":"

The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"YTJiZTYzYTE5YzM0","name":"Reassemble (3/day)","type":"feat","data":{"description":{"value":"

The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/312_-_Galactic_Senator/avatar.webp","effects":[]},{"_id":"YjNhYTAzMGE3ODdm","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When the Galactic Senator fails a saving throw, she can choose to succeed instead.

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The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

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When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

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When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

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When the Galactic Senator makes three weapon attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

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Ugnaught

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants. 

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The ewok warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) poison damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage plus 3 (1d6) poison damage

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\n\t\t\n\t\n\t\n\t\t

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\n\t\t\t\t\t\n\t\t\n\t\n\t\n\t\t
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Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty\nand stubborn. The mercenary Saponza compared the\nTusken Raider known as the Jundland General to a\nzakkeg after discovering that he had several heavily\nfortied bases. Associates of the smuggler Liana Kor\ndescribed her as being as \"stubborn as a zakkeg, and\ntwice as mean.\" 

\n\t\t\t\t
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","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":7,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Ion, And Kinetic From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","token":{"flags":{},"name":"Zakkeg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"xtftB4bMT9hOAPPO","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM4ZDNkZWIzZjMw","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

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Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 16 (2d10+5) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points.

The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward

1st-level: cloud mind, slow

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/390_-_Dark_Acolyte/avatar.webp","effects":[]},{"_id":"ZjNlMGU0NWQ0MzYz","name":"Ichor Blade","type":"feat","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/390_-_Dark_Acolyte/avatar.webp","effects":[]},{"_id":"N2JkMzZhZTI0YWM2","name":"Ichor Torture (costs 3 actions)","type":"feat","data":{"description":{"value":"

.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/390_-_Dark_Acolyte/avatar.webp","effects":[]},{"_id":"0RpLBhhB4eEqbgVz","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":170000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"zJIcnsJdW3RDLzXj","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":270000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"WuA5HTQ1aSoq8c0Y","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":370000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"Z0B9fwsGKBlQGwlX","name":"Saber Ward","type":"power","data":{"description":{"value":"

You take a defensive stance. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":470000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RfhP3KotZcqIBmC9"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Ward.webp","effects":[]},{"_id":"lwAo4OKWQCdaTUKc","name":"Cloud Mind","type":"power","data":{"description":{"value":"

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

\n

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d8","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":570000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BJDl4AQjFfR1RTxc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"5v91IHeKOXFalm4X","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":670000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]}],"effects":[]} +{"_id":"yNCzJAcGjCkrhkH7","name":"Shyrack Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":""},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"6d10+10"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":20,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":14,"min":0,"max":0},"senses":{"blindsight":60}},"details":{"biography":{"value":"

\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"lg","custom":""},"environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","token":{"flags":{},"name":"Shyrack Swarm","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"yNCzJAcGjCkrhkH7","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE4MjQ4OTkyNjY5","name":"Keen Hearing","type":"feat","data":{"description":{"value":"

The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]},{"_id":"NDhmZjVmMDc2MGNm","name":"Swarm","type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/259_-_Shyrack_Swarm/avatar.webp","effects":[]},{"_id":"NDYyOWNjZmRkZjQz","name":"Bite (melee - over half hp)","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 9 (2d8) kinetic damage

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 4 (1d8) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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On each of her turns, the Mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

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The Mistryl deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","effects":[]},{"_id":"ZjViYmE2MzVlYzY1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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.

The Mistryl makes three melee weapon attacks or three ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 6 (1d4+4) kinetic damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

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Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +16, Reach 50 ft., One target. Hit : 24 (3d10+8) kinetic damage plus 14 (4d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

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Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mnggal-Mnggal moves up to its speed.

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Mnggal-Mnggal makes a Pseudopod attack.

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Mnggal-Mnggal uses its Engulf attack.

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Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.


Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.


As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.


Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

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Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force

technique, lightning charge, saber reflect, saber throw, shock

1st level: burst of speed, curse, force jump, force throw, slow

descent

2nd level: animate weapon, battle meditation, stun, stun droid

3rd level: bestow curse, choke, force lightning, force repulse,

telekinetic storm

4th level: freedom of movement, force immunity, shocking

shield

5th level: mass animation, stasis, telekinesis

6th level: force chain lightning

7th level: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"Mzg0MGI5NTMwZDYx","name":"Duelist","type":"feat","data":{"description":{"value":"

When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"N2Y2ZmZlNGRjN2Q4","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MzZhMWFiN2NlODI5","name":"Unarmored Defense","type":"feat","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MjViZjgxZjMwZmMw","name":"War Casting","type":"feat","data":{"description":{"value":"

When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"ZjA5MDE3M2IzYThh","name":"Parry","type":"feat","data":{"description":{"value":"

When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"MDdjYWM0OTdmYWFj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZTM0NzYwYTdlOTgw","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"YzNkYjkxNzgyMmQ1","name":"Move","type":"feat","data":{"description":{"value":"

.

Sith Duelist can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NmRlZDRkMGExNmFi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Duelist can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NmY3ZDc1YzY1ZTdm","name":"Lightfoil","type":"feat","data":{"description":{"value":"

.

Sith Duelist makes one Lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"NzA1YmE3ZDEzMGRk","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","effects":[]},{"_id":"ZZCgZsXKQ226PTu6","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"qSifpZuUzGg3LO1k","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eUXVGg8lfcO1Ko6g","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"JB2ZZ35bWQAUZvam","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ovmTsLFw0VmRxqiS","name":"Lightning Charge","type":"power","data":{"description":{"value":"

You imbue your weapon with debilitating force lightning. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your forcecasting ability modifier.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your forcecasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Make a Melee Weapon Attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["0d8","lightning"]],"versatile":""},"formula":"@mod","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.MkDRzlCkK2hDdtvi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Lightning%20Charge.webp","effects":[]},{"_id":"lgjibatrjP9KW58i","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"2ilP15dqut48A9yN","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"vWYCkNaAVzghpt7I","name":"Shock","type":"power","data":{"description":{"value":"

You hurl a bolt of lightning at a target within range, making a ranged power attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.bF7e5kbzwXj3b2LP"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shock.webp","effects":[]},{"_id":"IOEwpUJFGhaAdF9D","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"cC9jglqiZHoVEEwO","name":"Curse","type":"power","data":{"description":{"value":"

Prerequisite: Denounce

\n

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"aSDo1ZbkcZ89neUZ","name":"Force Jump","type":"power","data":{"description":{"value":"

Prerequisite: Force Leap

\n

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VLfndWXPZ8NEH2bq","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"lvRHqgq93yuIswS4","name":"Force Propel","type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UTK33I9deuMJwama","name":"Animate Weapon","type":"power","data":{"description":{"value":"

Prerequisite: Force Disarm

\n

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WnzS6NjcGUB0dkzi","name":"Battle Meditation","type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.EXK4sg6gKXfMnLnf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]},{"_id":"p0aix8kuHLUi7bxN","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"LOIm2esDN253tTXl","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"8j4Ki6mizpB40tOX","name":"Bestow Curse","type":"power","data":{"description":{"value":"

Prerequisite: Curse

\n

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. lf it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 necrotic damage to the target.
  • \n
\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"TpiA3AyMUbzWQtdr","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"cShOuAZzAJFSinMQ","name":"Force Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

The lightning ignites flammable objects in the area that aren’t being worn or carried.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Yn07n957VuJ39xk3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning.webp","effects":[]},{"_id":"QVDrga2kMg7fGRbJ","name":"Force Repulse","type":"power","data":{"description":{"value":"

You release an omnidirectional telekinetic burst. Each creature within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed back 5 feet. On a successful save, a creature takes half damage and isn’t pushed.

\n

All small objects that are not worn or carried are also pushed 5 feet back.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2320000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.It12G2wROx7ojgwu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ZOW4g5IiA2QfdwDC","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

Prerequisite: Turbulence

\n

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2420000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Hjw0wWEu7488b5uD","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2520000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"FRgZ7R76uHjqGZeU","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2620000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"hqmTgQPX6OKNgoUz","name":"Shocking Shield","type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early.

\n

Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shock Power"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2720000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.G4d6y321T0yRmNpN"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shocking%20Shield.webp","effects":[]},{"_id":"DwVAdIGEy8rzGSNo","name":"Mass Animation","type":"power","data":{"description":{"value":"

Prerequisite: Animate Weapon

\n

You snag several objects using the Force and whip them into the air around you, controlling them to attack at your command. Choose up to ten unenhanced objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t control any object larger than Huge. Each object animates and hovers near you, remaining within 100 feet of you for the duration. An animated object behaves as though it is was a construct, with AC, hit points, and attacks determined by its size, and a flying speed of 30 feet.

\n

As a bonus action, you can mentally direct any object controlled by this power. If you control multiple objects, you can command any or all of them at the same time. You decide what action the object will take and where it will move. The objects act at the end of your turn. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and kinetic damage determined by its size.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACAttack
Tiny2016+6 to hit, 1d4 + 3 damage
Small2515+6 to hit, 1d8 + 2 damage
Medium4013+5 to hit, 2d6 + 1 damage
Large5010+6 to hit, 2d10 + 2 damage
Huge8010+8 to hit, 2d12 + 4 damage
\n

Force Potency. If you cast this power using a force slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2820000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.wqMkp6WYkBCFVVA8"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sNndmuTKm9DgfMkv","name":"Stasis","type":"power","data":{"description":{"value":"

Prerequisite: Stun

\n

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2920000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.H51uSnFY6eyBTXRJ"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"R7CF7seAypZW1yfK","name":"Telekinesis","type":"power","data":{"description":{"value":"

Prerequisite: Force Throw

\n

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3020000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"u7PkyKBHwOXif4db","name":"Force Chain Lightning","type":"power","data":{"description":{"value":"

Prerequisite: Force Lightning

\n

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

\n

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3120000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.C0XOY6bm7NkP5cDW"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Chain%20Lightning.webp","effects":[]},{"_id":"erEHWJXQmw4tR2jU","name":"Force Lightning Cone","type":"power","data":{"description":{"value":"

Prerequisite: Force Chain Lightning

\n

Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3220000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.NrMpYXddHnoPKHT2"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Lightning%20Cone.webp","effects":[]}],"effects":[]} +{"_id":"yu6AHhxvTmWVsFou","name":"ISB Infiltrator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"heavy combat suit"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":15,"min":0,"max":15,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 13"},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"OGQ5MjNlOTUzY2Nj","name":"Evasion","type":"feat","data":{"description":{"value":"

If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"details","entityorder":{"order":187}},"img":"systems/dnd5e/icons/skills/red_03.jpg","effects":[]},{"_id":"MTA5MmJlMTliMzhh","name":"Techcasting","type":"feat","data":{"description":{"value":"

The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers: At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/207_-_ISB_Infiltrator/avatar.webp","effects":[]},{"_id":"YTI0MzU5NGE0ODNj","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The infiltrator halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"YmE5MDU0OTMxYTcw","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/207_-_ISB_Infiltrator/avatar.webp","effects":[]},{"_id":"7fVKhppxfx8dcLsy","name":"Electrical Burst","type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":150000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dDOMCEIMHUrrdvho"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp","effects":[]},{"_id":"XPNn5jcUrlHtVPNj","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":250000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"34wPMlsoQa6Z9ujy","name":"On/Off","type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":350000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.E6OviwnCfEjRTx3X"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp","effects":[]},{"_id":"p3VHgkLYz2Ws8Xax","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":450000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"1suW3DBFO79hijQZ","name":"Smoke Cloud","type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":550000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.K5f18kJ5V2eMqLH7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp","effects":[]},{"_id":"EhuEHjLBpkbpJBJ0","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

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A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":750000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"TSpNelWL35vi7O5O","name":"Shocking Ray","type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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\"I think the commander's a super tactical droid.\"

\"Ah, you're right. He is.\"

\"Is that bad?\"

\"It's really bad. That droid's extremely intelligent.\"

- Kanan Jarrus, Captain Rex, and Ezra Bridger

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,94 meters
GenderMasculine programming

Super tactical droids were advanced tactical droids that served as commanders of the Separatist Droid Army during the Clone Wars.

Description

Design

In response to the T-series tactical droid's inflexibility, the secessionist Confederacy of Independent Systems commissioned the battle droid manufacturer, Baktoid Combat Automata, to produce the super tactical droid for use in its military forces during the galaxy-spanning conflict known as the Clone Wars between itself and the dominant Galactic Republic.

Evolved from their predecessors, the tactical droid had a much more robotic inflection to its voice, as well as a larger, more imposing and armored body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations.

Differences aside, the super tactical droid, as with their counterpart in the Separatist Droid Army, was analytical and calculating. Created to digest a situation of battle and formulate the most effective solution with a time frame for its execution, they were dreaded by Republic soldiers and seen as very dangerous to veteran officers.

Performance

Serving as masterful commanders of the Droid Army, the super tactical droid was highly intelligent and strategic, bane to both the Jedi Order and the Republic Military.

Though improved from the T-series, flaws in their programming were still prevalent. Such included the reluctance to see approaches and plans that differ from their own, as well as an overconfidence in the Separatists in their war. Yet where given the independence to act, super tactical droids could direct Confederacy military operations without superior overseers. Programmed with Separatist beliefs, they conquered through fear and the lack of courage and hope in their opponents, fighting for \"freedom from the tyranny of the Republic.\" Prioritising Confederate success, the super tactical droid would not hesitate utilising threats and torture as means of interrogation.

Although the droids were not designed for the purpose of direct involvement in combat, they were capable of self-defense, equipped with the standard Droid Army E-5 blaster rifle.

History

Clone Wars

\"Luckily, their [T-series tactical droid's] lack of adaptability led to the introduction of—you guessed it—super tactical droids. Despite their self-proclaimed superiority, these upgraded units still couldn't find a way to win the war.\"

R0-GR

In 20 BBY, Separatist leader, Count Dooku dispatched one such droid, General Kalani, to assist King Sanjay Rash's forces in dealing with the rebels of Onderon. During this time, he worked alongside the Royal Militia's commander, General Tandin as they attempted to capture the rebels in Iziz. However, Tandin and his forces then defected and assisted the rebels in freeing Ramsis Dendup during their escape to the highlands. When the rebels were able to defeat the droid gunships, Kalani was then ordered to retreat with his forces to Agamar, despite Rash's objections. Kalani then executed Rash.

Another super tactical droid, Aut-O was stationed aboard a Providence-class dreadnought. However, he was destroyed by R2-D2. Another one was given command of a commandeered Venator-class Star Destroyer with the mission to destroy the Republic strategy conference on Valor station in the Carida system. However, when the buzz droids failed in stopping D-Squad, the super tactical droid and it's crew were destroyed before they were able to complete their mission.

Another super tactical droid, Kraken, served as second-in-command to Admiral Trench. Kraken then attempted to take a captured clone trooper CT-5385 to Count Dooku. However, he was stopped by General Skywalker and two of his 501st Legion troopers. He was then destroyed by Skywalker when he refused to answer his questions. However, he was then rebuilt and commanded the Separatist forces during the invasion of Scipio alongside Dooku. Kraken continued to serve under Dooku aboard his command ship, even when his master, Lord Sidious, demanded his presence.

A super tactical droid then accompanied General Grievous to Utapau aboard a Separatist supply ship to secure the shipment of a enormous Kyber crystal. However, it was destroyed when the Jedi's top members intervened.

Age of the Empire

After the Clone Wars ended, the Galactic Republic transformed into the Galactic Empire and the Separatist Council was assassinated by Darth Vader, who then used the Council's equipment to send a shutdown signal to the droid army. However, Kalani, who was stationed on Agamar at the time with a battle droid garrison, assumed the shutdown command was nothing more than a Republic trick so he ignored it and did not relay to the droids under his command.

Years later, Captain Rex, Lasat Garazeb Orrelios, Jedi Kanan Jarrus and his Padawan Ezra Bridger arrived on Agamar, looking to find weapons and explosives for the rebellion. Kalani had his forces capture them and bring them to him so that he could play a little \"war game\" with them so that he could \"end\" the Clone Wars his way. Kalani holds Zeb hostage while Rex, Kanan and Ezra fight through his troops. After defeating waves of battle droids and making their way to the command center, Rex, Kanan and Ezra ordered Kalani to surrender. Kalani refused, but Ezra convinced him that neither the Republic nor the Separatists won the war and the Republic became the Empire. When the Empire arrived on Agamar, Kalani agreed to help the rebels escape. While the droids and Zeb attacked the stormtroopers and AT-DP's, Kalani had five droids fire at Ezra and Kanan who redirected their shots at proton bombs underneath the AT-AT's, destroying one of them in the process. The droids and the rebels made their escape in three Sheathipede-class transport shuttles, one being destroyed in the process. Kalani bid farewell to the rebels but refused to join them, believing that they had less than a 1% chance of successfully overthrowing the Empire.

Legacy

During the New Republic Era, R0-GR, a B1 battle droid who had been part of the Separatist Army and was currently serving in the Resistance, wrote a book entitled Droidography, which compiled facts about various droid models. He hoped would educate people on droids, and 2 of the droid models R0-GR covered were the T-series and super tactical droids. After listing grievances he had about the T-series, the B1 noted that the super tactical droids were introduced because of their predecessor's lack of adaptability. He mentioned that, while these upgraded commanders believed themselves to be superior, they failed to win the Clone Wars. R0-GR also wrote that he had heard that some super tactical droids did not admit defeat and ran battle scenarios for years, making him think they were \"sore losers.\"

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If the tactical droid fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"Y2YzNjliYTM5M2I1","name":"Master of the Droid","type":"feat","data":{"description":{"value":"

While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YmI4ZDA3OTg0YmQ4","name":"Circuitry","type":"feat","data":{"description":{"value":"

The tactical droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"ZTRmNWU0OGM3YWEz","name":"Techcasting","type":"feat","data":{"description":{"value":"

The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"MmNlYjVhOWFiZjE2","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The tactical droid makes three biopistol attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MTVkODM5Mjg1ZTg2","name":"Biopistol","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"OGY5OTYxNjc0Yjdi","name":"Biopistol","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

The tactical droid makes a biopistol attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YWYwY2JjYjJlYjky","name":"At-Will","type":"feat","data":{"description":{"value":"

.

The tactical droid casts an at-will tech power.

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.

The tactical droid moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"YmFkOTZmYmVlYjdi","name":"Construct Droid (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","effects":[]},{"_id":"uFPRL31EHXlVjM40","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"bfsA4Fq6OPP2tL4T","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"Yaqgf5hZMWLLOUoN","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"LzCgi6ZRycExxopj","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"ZlsuoBQ0ggBTSOii","name":"Cryogenic Burst","type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PxJ4AbgjLgZJmXX7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp","effects":[]},{"_id":"Qfw2c0yRXXYy11DW","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"jiQCe5WzRoRG59lX","name":"Homing Rockets","type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":810000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HTozWic37W9iKQSD"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp","effects":[]},{"_id":"mp9tUwUsjfbFWFF4","name":"Expeditious Retreat","type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":910000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.50ViBtuEBJ70CUA1"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp","effects":[]},{"_id":"KNwz5Nt4MFbDBgHO","name":"Repair Droid","type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1010000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.jBUTIsaIV0l0iFfR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp","effects":[]},{"_id":"IvhJef0QNdzsgiAC","name":"Mirror Image","type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1110000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Iw1Hx4qsVyB1ewVR"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp","effects":[]},{"_id":"SgpQTAigZWZllHfF","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1210000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]},{"_id":"7HvoPYyw8316lBfq","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1310000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]},{"_id":"bXASN1fC5UypB6QP","name":"Sensor Probe","type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1410000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.P8cWLNsHqe3OVGO7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp","effects":[]},{"_id":"K5oBNqF5bHxvStC3","name":"Synchronicity","type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1510000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.XERRPbogZO8ePUxp"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp","effects":[]},{"_id":"bb9sBNuGW6WzOauM","name":"Mass Repair Droid","type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1610000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.SZHMFvx9mkPSwUli"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp","effects":[]},{"_id":"8bHUPxbwjWnauWdy","name":"Toxic Cloud","type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1710000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NKts41q32pX1bJ9O"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp","effects":[]},{"_id":"TpSoUTespMc3dqBF","name":"Security Protocols","type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

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Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

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\"For every stormtrooper you kill here today, a Rebel life is saved tomorrow.\"

- General Carlist Rieekan

Manufacturer

Golan Arms

TypeAnti-infantry battery
Cost
  • 14.000 - 15.000 credits (new)
  • 7.000 - 9.500 credits (used)
Width2,5 meters
Height4 meters

The DF.9 was an anti-infantry battery produced by Golan Arms.

Description

Manufactured by Golan Arms, the DF.9 was a fixed emplacement anti-infantry weapon. It incorporated a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing. The tower was composed of heavily-armored durasteel, with proton-shielding that was resistant to close-quarters blaster fire but useless against the firepower of an All Terrain Armored Transport. The tower featured a front access panel for access, and an upper observation hatch.

The turreted laser cannon employed precision targeting computers, and had a one-hundred and eighty degree rotation. The optimal range for the DF.9 was three kilometers, although the laser cannon was capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 was capable of firing a shot every three seconds, although the beam diverged and degraded over its maximum range. The impact of the energy beam scattered explosive energy and produced a secondary blast of radiation. The collateral effect produced an eight-meter radius impact point that could effectively destroy entire squads of soldiers. The weapon produced more destructive firepower than heavy repeating blasters such as the E-Web heavy repeating blaster.

The DF.9 required a crew of three to operate; a gunner who sat in the upper turret, a targeting computer technician and a technician to monitor the energy flow from the power generator, who were both housed in the armored tower. The weapon could be crewed by a single gunner, but the efficiency of the weapon was diminished. Skilled gunners could use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it was devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 was best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It could be installed on multiple terrain types. The nature of the DF.9's fixed emplacement meant that the unit was not able to be moved easily.

The DF.9 spawned several variants, including the SP.9 Anti-Infantry Artillery Vehicle, the Twin DF.9, the Twin SP.9, and the DF.9/B.

History

The DF.9 was a popular unit in service during the Galactic Civil War, and it was found in the militaries of both the Galactic Empire, and the Alliance to Restore the Republic, where it was the standard anti-infantry battery in use by the latter. The use of the DF.9 by the Imperial Military raised Golan Arms' stature with the Empire more than any sales brochures. However, the supply contracts were slowly taken from Golan Arms and given to companies that were run by either friends or relatives of those Imperial officers in charge. Subsequently, Golan Arms approached the Alliance about supplying them with the DF.9. Initially happy with the deal, the Alliance became less than enthused when they realized that the limited fire arc of the weapon meant that several had to be purchased and deployed to defend an installation which was a problem for the cash-short Rebellion.

The units were deployed to several important Alliance bases, including Echo Base on Hoth, Tierfon Rebel Outpost, Arbra Base, and Oracle Base on Tel III. They were modified by the Alliance to be more effective and efficient against enemy combat vehicles by upgrading the laser actuator and first-stage barrel to channel more energy through the weapon to deliver a more potent laser bolt that was effective against vehicles such as the AT-ST and the Compact Assault Vehicle/Wheeled PX-10.

By the time of the New Republic, the DF.9 was twenty years old, and was still in use by the New Republic, Imperial factions, and independent entities such as planetary defense forces, militias, and mercenaries. The units were easily purchased on the black market. During the Yuuzhan Vong War, the DF.9 was forty years old, and was generally only used by pirates and outlaws.

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The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"ZDExMjg2MTNiOTgx","name":"Heavy Armor & Shielding","type":"feat","data":{"description":{"value":"

The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"NGMzYjMxNjRiNDg4","name":"Gunner","type":"feat","data":{"description":{"value":"

The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"MzhhYWExZmFhY2Fm","name":"Vulnerable Interior","type":"feat","data":{"description":{"value":"

The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"ZjEyOTVlZWIyNDhi","name":"Targeting Systems","type":"feat","data":{"description":{"value":"

The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]},{"_id":"NTFhZGQzZjkyNjAx","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The turret makes two laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDYxMzM0ZWYzMmMw","name":"Laser Canon","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 300/900 ft., One target. Hit : 16 (4d6+2) energy damage.

The target must be at least 60 ft away from the turret. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":300,"long":900,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","effects":[]}],"effects":[]} +{"_id":"z6OPKJzEaXTIYj98","name":"Opee Sea Killer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":139,"min":0,"max":139,"temp":0,"tempmax":0,"formula":"9d20+45"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":139,"min":0,"max":139},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Big gooberfish! Huge-o teeth!\"

- Jar Jar Binks

DesignationNon-sentient
Average length20 meters
Skin color

Reddish orange

Eye ColorYellow
Distinctions
  • Large
  • Carnivorous
  • Aggressive
  • Two long lure
  • Sharp teeth
Homeworld
Naboo
Diet

Carnivore

The opee sea killer, sometimes referred to as simply an opee, was a large meat-eating crustaceous sea creature of approximately twenty meters in length; a hybrid of crustacean and fish, that inhabited the watery planet core of Naboo. It was the third largest predator on Naboo, only smaller than the colo claw fish and the even larger Sando aqua monster, which both prey on it. Another predatory enemy of it is the Titavian.

Characteristics

The opee was a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee was perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allowed the opee to accelerate quickly underwater. Once in range of prey, the opee would extend its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also used the long, antennas protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide could deflect blasts from energy blasters.

Opees were known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young were born. From birth, opees could sustain themselves instinctively (and gruesomely). It was not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chewed their way out of the colo's stomach. This could also occur if the colo swallowed young opees alive.

History

During the time of the Invasion of Naboo, an opee sea killer stealthily pursued and then attempted to devour the tribubble bongo used by Obi-Wan Kenobi, Qui-Gon Jinn, and Jar Jar Binks (who referred to it as a \"big gooberfish\") to reach the city of Theed. Although the opee successfully caught and damaged the submersible, the creature was attacked, torn apart and eaten by an even larger underwater predator—the massive sando aqua monster, considered to be the opee's deep-sea rival.

During the events of the early Galactic Civil War roughly 30 years later, an opee sea killer attacked a Bongo vehicle that was traveling around the ocean floor, although it was devoured by a sando aqua monster before it could have a chance to eat it, which a Star Tours-owned StarSpeeder 1000 witnessed.

By unknown means, opees were introduced to Aquilaris, and could be seen swimming by the tunnels in which podraces took place.

One opee sea killer was housed inside the Royal Icqui Aquaria, a large, public aquarium that was situated on the planet Coruscant, and the sea killer was the largest living creature in the facility.

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The sea killer may move at full speed while grappling a creature.

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Ranged Weapon Attack +7, Range 30 ft., One target. Hit : 0 (0) damage.

The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 30 (4d12+4) kinetic damage

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\"These must be the 'unique items' we were warned about. These assassin droids can be very unpredictable.\"

\"They're switched off. They don't look so tough to me.\"

\"Nothing looks tough to you. Take my word for it—they're deadly.\"

- Anakin Skywalker and Ahsoka Tano, encountering a pair of inactive IG-86s aboard the Vulture's Claw

ManufacturerHolowan Mechanicals
ClassAssassin droid
Height1,96 meters
GenderMasculine programming
Sensor colorRed
Plating color
  • Gray
  • Red

The IG-86 sentinel droid was a model of assassin droids manufactured by Holowan Mechanicals as a subsidiary of Holowan Laboratories, the same company that created the IG-88 assassin droid. It was designed to function as a bodyguard, or home security system for the wealthy, but was usually used for more sinister purposes.

Characteristics

\"O Ziro the Hutt, Master of the Hutt Clan on seven systems, I am sorry, Your Highness. It will not happen again.\"

\"I know. Take him away, and use him for spare parts!\"

- KRONOS-327 and Ziro the Hutt, after the droid's failure to complete a mission

IG-86 sentinel droids were similar in appearance to the earlier IG-series droids such as the IG lancer combat droid and later models such as the IG-88 assassin droid. Considered to be some of the deadliest droids in the galaxy, they were more intelligent and agile than standard battle droids, able to think logically and creatively. They were capable assassins working individually or in groups.

History

\"After all these years, my most trusted of assassins has finally failed.\"

- Ziro Desilijic Tiure, on KRONOS-327

IG-86 units were owned by Ziro the Hutt and were adorned with a Black Sun marking, like their master. One of these was KRONOS-327, which was used as a sentry droid by Ziro.

When Anakin Skywalker and Ahsoka Tano were searching for R2-D2 on the freighter Vulture's Claw, owned by the Trandoshan scavenger Gha Nachkt, they were attacked by a pair of IG-86 droids. Though they demonstrated their exceptional agility and firepower, they were destroyed by the two Jedi.

Later on, three of these droids were used by Cad Bane during his capture of the Senate Building. They bore similar Black Sun markings as those employed by Ziro the Hutt, suggesting that they might have been the Hutt's personal property and not Bane's. Anakin Skywalker, who was not carrying his lightsaber at the time, destroyed one of the droids by clubbing it with its own blaster rifle.

Some of these droids were known to be used by the Confederacy of Independent Systems.

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The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

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Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","effects":[]},{"_id":"MzQ2MDk3ZGM1NWRj","name":"Stock Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"M2E1Y2Q3MzNhYWJj","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"ZWJlOGFlZTU2OGY3","name":"Sneak Attack (1/turn)","type":"feat","data":{"description":{"value":"

The Mistryl deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"MDJmNzk2NDJkODU3","name":"Tech Casting","type":"feat","data":{"description":{"value":"

The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points).

The Mistryl knows the following powers.

At Will: encrypted message, light, poison spray

1st Level: alarm, decryption program, holographic disguise

2nd Level: concealed caltrops, infiltrate, paralyze humanoid

3rd Level: invisibility to cameras, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"NTQ2ODc5YTM5MmE1","name":"Uncanny Dodge","type":"feat","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{"_sheetTab":"description","entityorder":{"order":139}},"img":"systems/dnd5e/icons/skills/armor_01.jpg","effects":[]},{"_id":"NmI3YjUxYzhlMzMy","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The Mistryl makes two melee weapon attacks or two ranged weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZjI5ZGI5NTU0Mzgz","name":"Techblade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"MGNhZWM2NmUzMzNi","name":"Holdout Blaster","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 7 (1d4+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","effects":[]},{"_id":"O6Jn3aQPMZ6hRaoX","name":"Encrypted Message","type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Jp3f51H4VaRiMLvb"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp","effects":[]},{"_id":"BnQz8lw8rbJRujzH","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":280000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.q15Watfzi4E5yzUm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp","effects":[]},{"_id":"7TUPfHqtwNTtjVkR","name":"Poison Spray","type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":380000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.98p1OVwAvz2sbes5"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp","effects":[]},{"_id":"7ScvrfRMDTSBdjuf","name":"Alarm","type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":480000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.ZH0jkLKHJ54BmkYX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp","effects":[]},{"_id":"ig9CdghpdyduoPON","name":"Decryption Program","type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":580000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.5jYdyvYl4yY7BwbX"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp","effects":[]},{"_id":"MqmzuPe9NTZ198gB","name":"Holographic Disguise","type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":680000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.mFW2RREnUTmbXX4C"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp","effects":[]},{"_id":"lDwCZzlRuCog1Wkh","name":"Concealed Caltrops","type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":780000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.JAKN9PXNLmCSL3Ag"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp","effects":[]},{"_id":"0jVTWiVAI7OuC0UG","name":"Infiltrate","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":880000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Fb1sIhs7d6YWnF1J"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp","effects":[]},{"_id":"J0tXuYmlv6f0diOb","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":980000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"QCP19TBnjXMKGDSD","name":"Invisibility to Cameras","type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1080000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.hyh01gHWyf5MVpdm"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp","effects":[]},{"_id":"xmvMxMiFucuEzPjv","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":1180000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]}],"effects":[]} +{"_id":"zTJ2K0fc3stpsbmg","name":"Jawa Shaman","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":12,"min":0,"formula":""},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"6d6+6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"consular","force":{"known":{"value":0,"max":0},"points":{"value":18,"min":0,"max":18,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":12,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"OTBhMjc0ZjNjZGZi","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The jawa is a 4th-level forcecaster. Its forcecasting ability is Wisdom (save DC 12, +4 to hit with power attacks). The jawa has 18 force points and knows the following powers: At will: affect mind, give life, spare the dying 1st level: beast trick, heal, heroism 2nd level: restoration, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"NzI4NzVmNDJjMjMy","name":"Vibrostaff","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 5 (2d4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/218_-_Jawa_Shaman/avatar.webp","effects":[]},{"_id":"YzMyNDFkZGZiMzhl","name":"Grovel, Cower, and Beg","type":"feat","data":{"description":{"value":"

.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

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Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

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You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

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This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

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A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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Medics were soldiers who were trained to provide first aid to injured comrades in battle. Some of the Grand Army of the Republic's clone troopers were clone medics, such as Kix of the 501st Legion. In a medical emergency, medics had the authority to countermand orders from a superior officer.

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Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"NGMxNWRjZjZlMWYx","name":"Techcasting","type":"feat","data":{"description":{"value":"

The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The

junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot

1st-level: element of surprise, kolto pack, poison dart

2nd-level: paralyze humanoid, toxin purge, shared shielding

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"ZGQ2YzA1NDFmNGU5","name":"Parry","type":"feat","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YmZhNmFkYmRkNjY2","name":"Blaster Carbine","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YmFjZDA0NTAzNzRh","name":"Move","type":"feat","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"MjEyMjlmYjUyYjZh","name":"Attack","type":"feat","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"YjZlNWNjZjZmMmRh","name":"Sole Leader (Costs 3 Actions)","type":"feat","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","effects":[]},{"_id":"JFGYzn1SLM2PYBJh","name":"Acid Splash","type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":170000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gOVe5Qv8Bwkn9gAf"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp","effects":[]},{"_id":"m8jsFbaeiwrAL8aU","name":"Temporary Boost","type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":270000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.T9yaDZKiKSX8zFud"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp","effects":[]},{"_id":"oZhvZgbsShNy46Gm","name":"Warding Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":370000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.N6ohW2LtSCM976xi"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp","effects":[]},{"_id":"1zWLg3uRONNVePqf","name":"Element of Surprise","type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":470000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Rygvn8mB2NySWQ2s"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp","effects":[]},{"_id":"dUPWEnVE2qdIYEAN","name":"Kolto Pack","type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":570000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.KQXx0PfcNGX8uuIj"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp","effects":[]},{"_id":"1rCr3l0v3v2EJIjF","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":670000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"IZhr4sVRmAkaLLSL","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":770000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"otOoFy7QYaRbQBna","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":870000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"lP17YUg8ex6kMqxj","name":"Shared Shielding","type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"sort":970000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.c4SsNyGyxVhoTcT7"},"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp","effects":[]}],"effects":[]} +{"_id":"zmBaOLdXCr7pJF1Y","name":"Noghri Lethal Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0},"senses":{"special":"passive Perception 20"}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Underworld

Away from polished society lies a darker realm\nshrouded in secrets and forgotten under layers of\ngrime. The underworld of the galaxy includes all\nmanner of denizens and visitors to its seedy realm.\nThugs, gamblers, smugglers, bounty hunters,\nprofessional companions, criminals, and crooks all\nscrape by, making a living through illegal and morally\nadjacent pursuits.

Assassins

Members of the profession are referred to by many\neuphemisms and epithets: \"problem solvers\" in the\nCorporate Sector Authority, \"exterminators\" in the\nOuter Rim Territories, and \"slayers\" in the Core Worlds.\nWhatever their name, most professional assassins are\nconcerned solely with credits, though some kill for\npolitical or religious reasons, or merely for love of\nkilling. This makes assassins simultaneously the best-\npaid and most-despised members of the galaxy's\nunderworld.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t

Though assassination is illegal on most planets, on\nsome, such as Umbara, assassinations are a relatively\nnormal part of society. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Any Alignment","species":"","type":{"value":"humanoid","subtype":"Noghri","swarm":"","custom":""},"environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Honorghran"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":2,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"sur":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","token":{"flags":{},"name":"Noghri Lethal Assassin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"zmBaOLdXCr7pJF1Y","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTYzZGM1MmMxOWI2","name":"Powerful Leap","type":"feat","data":{"description":{"value":"

If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","effects":[]},{"_id":"YjYyYzE2MGQ1ZmI2","name":"Strong-Legged","type":"feat","data":{"description":{"value":"

When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/419_-_Noghri_Lethal_Assassin/avatar.webp","effects":[]},{"_id":"ZDY4YWFiOWI1ZjM0","name":"Cunning Action","type":"feat","data":{"description":{"value":"

On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{"_sheetTab":"description","entityorder":{"order":149}},"img":"systems/dnd5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"OWNlMWMzYzZhYTRh","name":"Sneak Attack (1/Turn)","type":"feat","data":{"description":{"value":"

The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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If the Assassin is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The Assassin makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Ranged Weapon Attack +8, Range 20/60 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\" 

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Average height2 meters
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

","public":""},"alignment":"Unaligned","species":"","type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"sw5e":{"dataVersion":"1.2.4"}},"img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/avatar.webp","token":{"flags":{},"name":"Dewback, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"zwDWHD6OZZdb4JYF","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2NmNTJiYzQ5MDFh","name":"Keen Smell","type":"feat","data":{"description":{"value":"

The dewback has advantage on Wisdom (Perception) checks that rely on smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/avatar.webp","effects":[]},{"_id":"NWY0MDkyNWRiM2Vj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The dewback makes two attacks: one with its bite and one with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDczMmY2ZjdhNDk2","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/avatar.webp","effects":[]},{"_id":"NGZmM2M5Y2M1Y2Q2","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/032_-_Dewback_2C_Adult/avatar.webp","effects":[]}],"effects":[]} diff --git a/packs/packs/species.db b/packs/packs/species.db index 22f37c48..b3ae3616 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -1,9 +1,10 @@ {"_id":"1SkoL2Eo6oPd5Wrd","name":"Arkanian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arkanians are a robust near-human species with solid white eyes and clawed, four-fingered hands.

\n

Arkanians are capable of seeing into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This proved helpful on their dark and frigid homeworld, but when traveling offworld, many must wear blinders on planets with hotter, younger suns. It is not unheard of for arkanians to undergo genetic or cybernetic manipulation of their own bodies, enhancing themselves so as to be better than \"lesser\" species.

\n

Society and Culture

\n

Arkanians are notoriously arrogant, a trait which came from generations of producing some of the galaxy's greatest advancements in genetics. Their homeworld, Arkania, has vast quantities of precious gems; thus, the Arkanians have never wanted for much in trade. This wealth went into funding their ambitious scientific projects, the most elaborate of which take generations to be completed.

\n

Many Arkanians have come to see their species as the pinnacle of evolution, and amongst the most—if not the most—intelligent beings in the galaxy. Those species that are not already put off by their aloof nature often fear them, as tales of \"mad scientists\" and horrific experiments tend to surround them.

\n

Names

\n

Arkanian names are simultaneously dignified and succinct. Surnames are familial.

\n

  Male Names. Arkoh, Hyrim, Zeta, Suprin

\n

  Female Names. Shenna, Elizie, Cratala, Hanna

\n

  Surnames. Focela, Barzane, Nasdra, Athacorr

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Arkanians reach adulthood in their late teens and live about 100 years.

\n

Alignment. Due to their arrogance and unscrupulous experimentation, arkanians tend towards lawful dark side, though there are exceptions.

\n

Size. Arkanians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arkanian Brilliance. Whenever you make an Intelligence ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Honed Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Arkanian. Arkanian, when spoken, has an airy tone, and is regarded as one of the most difficult written languages to learn.

"},"skinColorOptions":{"value":"Tan"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four clawed digits, extreme intelligence, infrared vision"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Arkania"},"slanguage":{"value":"Arkanian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Arkanian.webp","effects":[{"_id":"s3slbKvtOar4zl7y","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"arkanian","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Arkanian","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arkanian.webp","label":"Arkanian","tint":"","transfer":true}]} {"_id":"2sHf9udZnpQClc8V","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp","effects":[{"_id":"2cpzxKWagRwrN2wf","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gran","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gran","mode":0,"priority":0},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gran.webp","label":"Gran","tint":"","transfer":true}]} {"_id":"4RztmQJm1WykEeqS","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp","effects":[{"_id":"KTMeZ69AIhp6lmIz","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Kubaz","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":120,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kubazian","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"slic","mode":0,"priority":0},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kubaz.webp","label":"Kubaz","tint":"","transfer":true}]} -{"_id":"55HlvBsEXuAkHOXk","name":"Droid, Class II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their distinct, function-oriented form.

\n

Utility

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class one droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid. Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Integrated Engineering. You have proficiency in one specialist’s kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Retractable Arms. You have two retractable arms: one grasper and one manipulator. The manipulator arm can only wield light shield generators and weapons with the light property.

\n

Skill Protocol. You have proficiency in two skills of your choice.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Retractible arms, integrated tools, diminutive size"},"heightAverage":{"value":"2'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Aratech Repulsor Company, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","effects":[{"_id":"1QGm5ILFRToMUhLq","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class II","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","label":"Droid, Class II","tint":"","transfer":true}]} +{"_id":"55HlvBsEXuAkHOXk","name":"Droid, Class II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their distinct, function-oriented form.

\n

Utility

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class one droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid. Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Integrated Engineering. You have proficiency in one specialist’s kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Retractable Arms. You have two retractable arms: one grasper and one manipulator. The manipulator arm can only wield light shield generators and weapons with the light property.

\n

Skill Protocol. You have proficiency in two skills of your choice.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Retractible arms, integrated tools, diminutive size"},"heightAverage":{"value":"2'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Aratech Repulsor Company, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","effects":[{"_id":"1QGm5ILFRToMUhLq","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class II","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.armorIntegration","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","label":"Droid, Class II","tint":"","transfer":true}]} {"_id":"5eXS9vuPMHw1GEqA","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp","effects":[{"_id":"Q0QM1el7ltMmxAt5","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Vurk","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":35,"mode":5,"priority":5},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.movement.swim","value":30,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"semblan","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vurk.webp","label":"Vurk","tint":"","transfer":true}]} {"_id":"605IstMCxeNCLGmh","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} +{"_id":"608OTY7dWr8tSNDT","name":"Nikto","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Nikto are reptilian humanoids that are noted for their leathery skin. They hold a limited range of facial expressions because they lack the necessary anatomical infrastructure. Their eyes are covered by a protective membrane, being a thin transparent pellicle that protects their eyes underwater and during windstorms. As a result, they are noted for their \"staring\" eyes and a seemingly blank expression which leads to many underestimating nikto intelligence.

\n

Society and Culture

\n

Although lacking in personal charisma, nikto posses a single-minded tenacity that makes them excellent followers. Their lives made nikto cunning combatants. Most nikto are content with a life of servitude as in their eyes a life in slavery was preferable to the hardship and toil on their homeworld. Not all nikto work for the hutts though most free members of their kind were formerly enslaved. Whilst nikto are known to escape from their master, most tend to fall into service of another hutt who \"inherited\" them according to custom should their previous employer die. However, some escaped nikto did instead use some opportunities to genuinely become free beings. Any such emancipated nikto have to be constantly on guard as they risked capture by hutt-employed slavers who return their prey to their \"rightful owners\". In addition, they lacked charisma and preferred to follow orders instead of giving them. As a result, the Nikto were most identified with their Hutt masters.

\n

Names

\n

Nikto names are very complex, hard to pronounce, and harsh sounding. Name length also differs a lot, longer names having apostrophes or dashes. Their names are unisex, with surnames being familial and optional.

\n

  First Names. Jydabdaum, N'rok'ratu, Sussa, Vydgish

\n

  Surnames. Gozorc, Irtitt, Qegmarg, Umpluurg

","chat":"","unidentified":""},"source":"EC","traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Nikto reach adulthood in their late teens and live less than a century.

\n

Alignment. Nikto's self-sufficient and clever nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Nikto typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

\n

Protective Membrane. You have advantage on saving throws against being blinded.

\n

Radiation Resistant. The dying star nearby their homeworld makes nikto naturally used to radiation. You have resistance to necrotic damage.

\n

Languages. You can speak, read, and write Galactic Basic, Nikto, and Huttese. Nikto is spoken with sharp syllables with a deep and rumbling cadence.

\n

Adaptation. The frequent radiation bursts from the nearby dying star caused the nikto to mutate and adapt into different subspecies over time, specialized for different environments. Choose one of the following adaptations:

\n
    \n
  • Esral'sa'Nikto (Mountain)
    Acute Hearing. Whenever you make a Wisdom (Perception) check related to hearing, you are considered to have expertise in the Perception skill.
    Cold Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
  • \n
  • Gluss'sa'Nikto (Pale)
    Hold Breath. You can hold your breath for up to 15 minutes at a time.
    Swim. You have a swimming speed of 30 feet.
  • \n
  • Kadas'sa'Nikto (Green)
    Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
    Forest Dweller. You don't treat forest terrain as difficult terrain.
    Treeclimber. You have a climbing speed of 30 feet.
  • \n
  • Kajain'sa'Nikto (Red)
    Heat Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
    Survivor. You have proficiency in the Survival skill.
  • \n
  • M'shento'su'Nikto (Southern)
    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • \n
"},"skinColorOptions":{"value":"Varies by subspecies"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Leathery skin, subspecies"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kintan"},"slanguage":{"value":"Nikto, Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.0v9AEKfjSolMVFi1"}},"img":"systems/sw5e/packs/Icons/Species/Nikto.webp","effects":[{"_id":"XtkULUPpuoRCGzYl","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Nikto","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Nikto","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"huttese","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Nikto.webp","label":"Nikto","tint":"","transfer":true}]} {"_id":"65BZQP2ujiTm1Bso","name":"Ewok","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"

Society and Culture

Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a \"Central Village\" of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.\r\n\r\nEwoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.

Names

Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.

  Male Names. Coostick, Erphek, Grarphil, Moodoo

  Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi

  Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Ewoks reach adulthood in their early teens and live about 50 years.

Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

Natural Survivalist. You have proficiency in Nature and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Shades of white, brown, red, and black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Furry, short stature, acute sense of smell"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Forest Moon of Endor"},"slanguage":{"value":"Ewokese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ewok","mode":"=","targetSpecific":false,"id":1,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.movement.climb","value":"25","mode":"+","targetSpecific":false,"id":8,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ewokese","mode":"+","targetSpecific":false,"id":9,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ewok.webp","effects":[{"_id":"jwNxli358V22lYXu","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ewok","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.movement.climb","value":25,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"ewokese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.crudeWeaponSpecialists","value":"1","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ewok.webp","label":"Ewok","tint":"","transfer":true}]} {"_id":"7a4jr6Fd6MXzWqWN","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Chiss reach adulthood in their late teens and live less than a century.

\n

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

\n

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

\n

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp","effects":[{"_id":"VaDVQFvsbGNJ3yew","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Chiss","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":120,"mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"blaster pistol","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"sniper rifle","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cheunh","mode":0,"priority":0},{"key":"flags.sw5e.techResistance","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chiss.webp","label":"Chiss","tint":"","transfer":true}]} {"_id":"7nPC2ZPgyHPFxugE","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","effects":[{"_id":"aUdPMqzH9ntC1KQB","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Esh-kha","mode":5,"priority":5},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kharan","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","label":"Esh-Kha","tint":"","transfer":true}]} @@ -16,6 +17,7 @@ {"_id":"ArdRIBU7d9vvkbGA","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp","effects":[{"_id":"57U88UyYUeWc8lGm","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Togruta","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.senses.tremorsense","value":30,"mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togruti","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togruta.webp","label":"Togruta","tint":"","transfer":true}]} {"_id":"AvVr0CocnSsEUu6h","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp","effects":[{"_id":"NXVgSk9AHJm492iG","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Devaronian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"devaronese","mode":0,"priority":0},{"key":"flags.sw5e.techResistance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Devaronian.webp","label":"Devaronian","tint":"","transfer":true}]} {"_id":"BoiDTcRSl6pBtYYl","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

\n

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

\n

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

\n

Inscrutable. Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

\n

Mystic Healing. You have proficiency in Medicine.

\n

Precognition. You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

\n

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp","effects":[{"_id":"g7qkdxQGBYGcMDU9","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Voss","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster rifle","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"techblade","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"voss","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.precognition","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Voss.webp","label":"Voss","tint":"","transfer":true}]} +{"_id":"CBKFpIWqMjl3Ai6m","name":"Mikkian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Mikkians are a species of brightly colored humanoids. The Mikkians' most distinctive feature are their motile head-tendrils, with the number, form, and pattern varying between individuals. These head-tendrils primarily serve as sensory organs, particularly detecting sound as a replacement for an ear common in other species. Mikkian head-tendrils also could detect other information, such as humidity, temperature, magnetic direction and radiation. This radiation can be detected to the extent that Mikkians can \"see\" light and dark, although their eyes are still their primary visual organs.

\n

Society and Culture

\n

Mikkians place kinship and integrity above all. In fact, their honesty can come across as blunt or even rude to other sentients. Conversely, Mikkians often have trouble adjusting to the more flexible views of other races. Their complex code of honor encompass all things in life, with a particular insistance on matters of warfare. Although they respect warrior traditions, the Mikkians nevertheless value discipline and honor over victory or physical might.

\n

Different religious traditions exist among the Mikkians, but belief in the Force plays a central role in all of them. In Mikkian society, their head-tendrils have important cultural significance, and, as such, tendril-reading is used by Mikkian mystics to predict their future. Every facet of the head-tendril contributes to that meaning.

\n

Names

\n

Mikkian names are often short and disyllabic with a melodic quality to them. Mikkians typically don't use surnames, though some may adopt them.

\n

  Male Names. Cage, Fedlas, Mekko, Sakas

\n

  Female Names. Beyra, Fenvar, Tiplee, Zelna

","chat":"","unidentified":""},"source":"EC","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Mikkians reach adulthood in their late teens and live a little over a century.

\n

Alignment. Mikkians' honor and integrity based culture causes them to tend toward lawful alignments, though there are exceptions.

\n

Size. Mikkians typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Blindsight. Mikkians can perceive the world around them through heat and radiation. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

\n

Keen Hearing. Your head-tendrils provide a keen awareness of your surroundings. You have advantage on Wisdom (Perception) checks that involve hearing.

\n

Bureaucratic. You have proficiency with Persuasion or Intimidation (your choice)

\n

Languages. You can speak, read, and write Galactic Basic and Mikkian. Mikkian is a melodic, flowing tongue made up of several ancient dialects.

"},"skinColorOptions":{"value":"Green, pink, red, blue, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or black"},"colorScheme":{"value":""},"distinctions":{"value":"Numerous head-tendrils, acute senses of sight and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mikkia"},"slanguage":{"value":"Mikkian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.NTJwsm4aSeAH9dVZ"}},"img":"systems/sw5e/packs/Icons/Species/Mikkian.webp","effects":[{"_id":"2FSlkSzlsfoQSsQs","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.species","value":"Mikkian","mode":5,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":2,"priority":20},{"key":"data.attributes.senses.blindsight","value":30,"mode":2,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Mikkian","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mikkian.webp","label":"Mikkian","tint":"","transfer":true}]} {"_id":"CHsAcIeCOOtMpf3X","name":"Droid, Class IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.

\n

Utility

\n

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Variable size, combat-designed nature, often humanoid"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Holowan Mechanicals, Uxiol Droid Manufacturing"},"droidLanguage":{"value":"Galactic Basic"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","effects":[{"_id":"yyg9z15jh6tMBTrg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class IV","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","label":"Droid, Class IV","tint":"","transfer":true}]} {"_id":"CZUVxgj9fFo6Gx2j","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp","effects":[{"_id":"JyXU6gNsxf6u3HUH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Squib","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"squibbian","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Squib.webp","label":"Squib","tint":"","transfer":true}]} {"_id":"Cz5JMLKTAIcmZIfu","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp","effects":[{"_id":"8u9KvszXamdVwo8Y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Miraluka","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"miralukese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Miraluka.webp","label":"Miraluka","tint":"","transfer":true}]} @@ -29,7 +31,7 @@ {"_id":"Hryj6S6P3DYsAdtj","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.movement.climb","value":"25","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp","effects":[{"_id":"ZXNTACyNdeD1Y7ui","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Dug","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":5},{"key":"data.attributes.movement.climb","value":25,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dug","mode":0,"priority":0},{"key":"flags.sw5e.furyOfTheSmall","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dug.webp","label":"Dug","tint":"","transfer":true}]} {"_id":"HyqiVZiyDKbiPHkM","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.movement.climb","value":"20","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[{"_id":"6fYB2NZ236PqSl6p","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Cathar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":20,"mode":2,"priority":20},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"catharese","mode":0,"priority":0},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cathar.webp","label":"Cathar","tint":"","transfer":true}]} {"_id":"IM7NrBROnrDOgr0l","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp","effects":[{"_id":"yGJG8HBejLZV4hB0","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Chagrian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.attributes.movement.swim","value":30,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chagri","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chagrian.webp","label":"Chagrian","tint":"","transfer":true}]} -{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"grg","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} +{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tiny","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} {"_id":"JB327dJNFAiEOxyp","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp","effects":[{"_id":"0sYjEeYfNqJnGDdC","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Felucian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"felucianese","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Felucian.webp","label":"Felucian","tint":"","transfer":true}]} {"_id":"JxGOgqePQT2ztJ64","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp","effects":[{"_id":"67J2jENh3a5uydk3","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Zeltron","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.enthrallingPheromones","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zeltron.webp","label":"Zeltron","tint":"","transfer":true}]} {"_id":"L7jVJxWNNsWAPj6c","name":"Droid, Class V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class V droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although many can be larger. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their simple programming and quiet, focused work habits.

\n

Utility

\n

Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation. Labor droids are fifth-degree droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class V droids typically stand between 5 and 7 feet and weigh around 260 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Manual Laborer. You have proficiency in Athletics and one set of artisan’s implements of your choice.

\n

Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Vaguely human-like size and shape, typically quiet"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","effects":[{"_id":"Z3v7Cj4aSpJg4K8C","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.details.species","value":"Droid, Class V","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","label":"Droid, Class V","tint":"","transfer":true}]} @@ -57,7 +59,9 @@ {"_id":"VoCfefvgeZnehS0L","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} {"_id":"WiqF460WAeTi36ai","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} {"name":"Patrolian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Patrolians are fish-like in appearance, being covered in pale, pastel-colored scales and possession numerous fins on their long limbs and face, as well as a notable dorsal fin which often required modified clothing to accommodate.

\n

Thanks to their gills, patrolians are perfectly comfortable breathing underwater as well as on land, and their physiology is also notoriously resistant to electric shocks—both likely throwbacks to evolution on their native homeworld of Patrolia.

\n

Society and Culture

\n

Patrolians are a notably innovative and resourceful species, and many of their number have found their way into roles of the construction, maintenance and sale of technology.

\n

Unfortunately, patrolians tend to pursue these businesses in a shady manner, and most tend to operate such ventures in the criminal underworld, working as bounty hunters, thieves, fences, slicers and other such technically-demanding criminal roles.

\n

This inclination towards crime stems from their homeworld, which is perpetually stalled in a state of economic decay due to wartime. With the advent of multiple wars fought in the system, different armies continuing to see the aquatic world as a strategic bulwark in the region. Because of this, patrolians have to find work not only off-world, but typically in fields not falling under governmental purview. Unfortunately, criminal activities being a common path.

\n

Names

\n

Patrolian names are usually multisyllabic and sing-songy with lots of open vowels and few fricatives. Patrolians are not known to use family names or other surnames.

\n

  Male Names. Dalladu, Feddi, Nogagai, Teconica

\n

  Female Names. Kakeda, Machibido, Rinimma, Talla

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Charisma score increases by 1.

\n

Age. Patrolians reach adulthood in their late teens and live less than a century.

\n

Alignment. Patrolians' greedy, scheming nature causes them to tend toward the dark side, though there are exceptions.

\n

Size. Patrolians typically stand just over 3 feet tall and generally weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Amphibious. You can breathe air and water.

\n

Conniving. You have proficiency in Deception or Stealth (your choice).

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Electrical Resistance. Patrolians are notably capable of shrugging off electrocutions. You have resistance to lightning damage.

\n

Specialist. You have proficiency in one specialist's kit of your choice.

\n

Swim. You have a swimming speed of 25 feet.

\n

Technician. You are proficient in the Technology skill.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Patrolian. Patrolian is a high-energy language, consisting mostly of gurgles and skittish vocalizations. Patrolian, even when spoken on land, sounds like it's being spoken underwater.

"},"skinColorOptions":{"value":"Blue-purple to green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light to dark red"},"distinctions":{"value":"Fin-like limbs, pastel-colored scales"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Patrolia"},"slanguage":{"value":"Patrolian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.KH43IZr4IqeUM3lL"}},"img":"systems/sw5e/packs/Icons/Species/Patrolian.webp","effects":[{"_id":"6ONrHdnvLzAAXP1o","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":true}},"changes":[{"key":"data.details.species","value":"Patrolian","mode":5,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":20},{"key":"data.attributes.movement.swim","value":25,"mode":5,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Patrolian","mode":0,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Patrolian.webp","label":"Patrolian","tint":"","transfer":true}],"_id":"WnAnY4autRdFaf29"} +{"_id":"WqN3AGl9GleyIUUj","name":"Vintian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Vintians have flinty, flaky surfaces. To some species, vintians resemble rocks or boulders. Despite tending to stand still for long periods of time, Vintians are capable of independent movement. Vintians rest by recrystalyzing.

\n

Vintians have an incredibly strong grip, which limits their manual dexterity. Additionally, due to their home planet's proximity to its sun, causing perpetual daylight, vintians have a preternatural fear of the dark.

\n

While vintians have no need for armor, they like to decorate themselves, be it with clothing, paint, or even moss.

\n

Society and Culture

\n

Vintians participate in commercial spaceflight operations and some are capable navigators. At least one vintian was known to frequent bars and clubs and was considered to have a \"wild-man\" personality. However vintians can also be quite stoic.

\n

Despite their appearance, vintians are actually quite malleable, personality-wise. They differ greatly from each other, though most vintians share a great appreciation for humor.

\n

Vintian society has a rotational governing body. Each vintian is obligated to spend a century serving in public office, beginning no sooner than their hundredth birthday, and they can't leave their home planet until they’ve completed their service.

\n

Names

\n

Vintian names vary drastically, though they do not differentiate by gender. Vintians don't use surnames, as they believe they are one family.

\n

  Names. Anerohl, Bahlbhoa, Geode, Gorge, Dwaagn, Eerohde, Hahrde, Peht, Peeturh, Stixn, Stoahne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Vintians reach adulthood at age 10 and can live for millennia.

\n

Alignment. Vintians' stoic and solid nature causes them to tend toward lawful alignments, though there are exceptions.

\n

Size. Vintians typically stand 5 to 6 feet tall and generally weigh about 1,400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is both object and humanoid.

\n

Camouflage. Due to your rock-like appearance, while not moving, you have advantage on Dexterity (Stealth) checks.

\n

Heavy. You have resistance to damage caused by falling. Additionally, if you land on a creature after falling from greater than 10 feet, you are instead immune to the damage caused by falling.

\n

Geologist. You have proficiency in your choice of archaeologist kit or scavenging kit. Additionally, while outdoors, you can accurately tell the current weather.

\n

Naturally Charismatic. You are proficient in the Persuasion and Deception skills.

\n

Solid. You have disadvantage on ability checks and saving throws that would grapple or restrain you, and you have advantage on ability checks and saving throws that would forcefully move you.

\n

Languages. You can speak, read, and write Galactic Basic and Vintesh. Vintesh is a complex language that can only by spoken by those without a mouth.

"},"skinColorOptions":{"value":"Black, blue, gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"None"},"colorScheme":{"value":""},"distinctions":{"value":"Indistinguishable appendages and facial features, rock-like appearance"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"1000 lb."},"weightRollMod":{"value":"x(2d50) lb."},"homeworld":{"value":"Vint"},"slanguage":{"value":"Vintesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"AFD"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.bLLcshN8uclCQ9dC"}},"img":"systems/sw5e/packs/Icons/Species/Vintian.webp","effects":[{"_id":"8q5Jxe9HgYLaFKMI","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Vintian","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Vintesh","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vintian.webp","label":"Vintian","tint":"","transfer":true}]} {"_id":"ZQLTY2fbr8hXdWOM","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp","effects":[{"_id":"AwKbuyAocEAz5vyD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Togorian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togorese","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togorian.webp","label":"Togorian","tint":"","transfer":true}]} +{"_id":"ZiVBeB90FBaqFFoV","name":"Advozse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Advozsec evolved from herbivorous reptile-analogs which fed on the vegetation known to form around Riflor's hot springs. Evolving into a class of reptomammal, advozsec have a single horn at the crown of their heads, four digits on each hand and foot, pointed ears, and large eyes. Advozsec are strictly vegetarian, unable to properly digest meat. The geothermal hot springs that appear on their homeworld forced the species to evolve thick skin in order to survive. The large eyes of the advozsec are adaptations to the clouds of volcanic ash which darken Riflor's skies.

\n

Society and Culture

\n

Since so much of the sunlight on Riflor is blocked by volcanic eruptions, advozsec tend to settle near geothermal springs for heat. Unfortunately, these springs also tend to be in geologically unstable regions, and anything built near them is often destroyed or abandoned due to eruptions or groundquakes. As a result, the advozse people ended up having little attachment to material goods or long-term plans, and developed a pessimistic, selfish, and even paranoid outlook on life. This facet of their culture remained long after contact with the Galactic Republic gave them access to modern construction techniques allowing for more permanent buildings. Seeing financial stability as the only truly achievable stability one could find in life, the advozsec constantly strive to accumulate as much monetary wealth as they can in a lifetime in order to have the ability to rebuild when the worst happens.

\n

Names

\n

Advozsec have simple names that do not distinguish between genders, using familial surnames.

\n

  First Names. Dleck, Fjemm, Gorde, Rollar, Xon

\n

  Surnames. Ghantere, Leventraim, Timack, Vy, Zimda

","chat":"","unidentified":""},"source":"EC","traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Advozsec reach adulthood in their late teens and typically live for over half a century.

\n

Alignment. Advozsec's paranoid and pessimistic nature causes them to tend towards balanced alignments, particularly lawful balanced, though there are exceptions.

\n

Size. Advozsec typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Horn. Your sharp horn is a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage.

\n

Vigilant. When you would roll initiative, you can choose to have advantage on the roll. Once you've done so, you must complete a short or long rest before you can do so again.

\n

Languages. You can speak, read, and write Galactic Basic and Advb. Advb sounds quick and aggressive. It's incredibly rare to find a non-advozsec speaking Advb, and some linguists even consider it to be an all but dead language.

"},"skinColorOptions":{"value":"Green, brown, muddy yellow, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Large eyes, single horn on head, pointed ears"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Riflor"},"slanguage":{"value":"Advb"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.E9fS8ySKUs00ASas"}},"img":"systems/sw5e/packs/Icons/Species/Advozse.webp","effects":[{"_id":"G49BHyIIfQBdFmUt","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Advozse","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Advb","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/hgttg/packs/Icons/Advozse.webp","label":"Advozse","tint":"","transfer":true}]} {"_id":"a1f8nLgf8Le37uQ1","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.fly","value":"25","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.movement.fly","value":25,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} {"_id":"aKKprEtOyd2GOSnY","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

Society and Culture

Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

Names

Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

  First Names. Annak, Effed, Emmet, Gorro, Koto

  Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Cultured. You have proficiency in the Lore skill.

Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

"},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","effects":[{"_id":"4WoMle31KAvAHxvk","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Thisspiasian","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"thisspiasian","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","label":"Thisspiasian","tint":"","transfer":true}]} {"_id":"aNfVgeDkuDkuGzAE","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","effects":[{"_id":"cGgWnQNhESjlOFmW","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Trandoshan","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dosh","mode":0,"priority":0},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"flags.sw5e.regenerative","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","label":"Trandoshan","tint":"","transfer":true}]} @@ -76,6 +80,7 @@ {"_id":"gQ5G5yg1NHtbJbQs","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.movement.climb","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp","effects":[{"_id":"KUCISI8H3Sy2dc98","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Wookiee","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.attributes.movement.climb","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shyriiwook","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Wookiee.webp","label":"Wookiee","tint":"","transfer":true}]} {"_id":"h22jjiRta31Irn11","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","effects":[{"_id":"E7qqfFWMBQ7OcQ4y","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Neimoidian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pakpak","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","label":"Neimoidian","tint":"","transfer":true}]} {"_id":"hTJhnm9SSNsqtTxO","name":"Droid, Class I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class I droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although some are smaller. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

Utility

\n

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

\n

Medical droids, also known as meddroids, med droids, medical units or surgical droids are a type of droid designed to heal living beings, and are the most commonly found Class I droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class I droids stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You cannot use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":",,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Test,,Test"},"colorScheme":{"value":"Typically metallic"},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"droidDistinctions":{"value":"Human-like size, slow speed, specialized knowledge"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","effects":[{"_id":"dVONims27SY8Qug3","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class I","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","label":"Droid, Class I","tint":"","transfer":true}]} +{"_id":"i5ms7ftfdnGUb58M","name":"Anomid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Anomids are a species of humanoids with translucent, purple-hued skin that is smooth but wrinkles with age. They have large, slender hands with six fingers on each: two end fingers, two center fingers and two thumbs, with a sharp claw on each. The fingers are paired in twos and slightly spaced apart from the others. The eyes of the anomids are solid, with no visible irises or pupils and have been seen in varying shades of yellow or blue. The anomids have pointed, fin-like ears that protrude from the sides of their heads. Anomid hair is often long and well kept, and is always found in shades of black, gray or white.

\n

Society and Culture

\n

Anomids almost always wear elaborate masks which cover most of their faces. These are not breath masks, but vocalizer units. Since anomids have no vocal cords, they rely on these vocalizer masks to communicate with other species. These masks are often elaborately customized to reflect an anomid's social status, family origin, or profession. Among themselves, anomids communicate using an elaborate sign language. Anomid sign language requires six-fingered hands, which makes it difficult for Humans or Human-programmed protocol droids to use.

\n

Anomid civilization has a long history of pacifism and technical achievement. In fact, most Anomids are pacifists—historians believe that no major wars have ever been fought in the Yablari system.

\n

Names

\n

Anomid names are usually one or two syllables long, featuring hard consonants. Female names are often softer, with a greater flow to them. Surnames are familial.

\n

  Male Names. Arkis, Jarak, Magris, Vell

\n

  Female Names. Apharis, Eralie, Siphanie, Ulaniye

\n

  Surnames. Dekan, Krest, Narroc, Quill, Wode

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Anomids reach adulthood in their late teens and live a little under a century.

\n

Alignment. Anomids' pacifistic culture causes them to tend toward light alignments, though there are exceptions.

\n

Size. Anomids typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Agricultural Exports. Whenever you make an Intelligence (Nature) or Intelligence (Technology) check related to food, agriculture, or agricultural technology, you are considered to have expertise in the skill.

\n

Tech Dabbler. You know the minor hologram at-will tech power. When you reach 3rd level, you learn and can cast the repair droid tech power once per long rest. When you reach 5th level, you learn and can cast the hold droid tech power once per long rest. Your techcasting ability is Intelligence. You do not require use of a wristpad for these powers.

\n

Tech Resistance. Growing up around technology leaves an impact on anomids. You have advantage on Dexterity and Intelligence saving throws against tech powers.

\n

Tech Savant. You have proficiency in the Technology skill.

\n

Vocalizer. Anomids have no vocal cords and rely on a vocalizer to communicate with other species. If your vocalizer is removed or destroyed, you cannot speak.

\n

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

\n

Languages. You can speak, read, and write Galactic Basic through the use of your vocalizer. You can also use Anomid Sign Language, which is an elaborate language requiring six-fingered hands.

"},"skinColorOptions":{"value":"Translucent violet to light purple"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Opalescent; yellow or blue"},"distinctions":{"value":"No vocal cords, six-fingered hands"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Yablari"},"slanguage":{"value":"Anomid Sign Language"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Anomid","mode":"=","targetSpecific":false,"id":1,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"Anomid Sign Language","mode":"+","targetSpecific":false,"id":8,"itemId":"YPAc26UE2fe8HTdS","active":false,"_targets":[]}]},"core":{"sourceId":"Item.ZIgo0jnj2jRQuMZx"}},"img":"systems/sw5e/packs/Icons/Species/Anomid.webp","effects":[{"_id":"r8Bt9PJq9d3VlL46","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Anomid","mode":5,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"flags.sw5e.techResistance","value":"1","mode":0,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Anomid Sign Language","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anomid.webp","label":"Anomid","tint":"","transfer":true}]} {"_id":"jJRFIwQIMpPX8b2D","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.movement.swim","value":30,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","tint":"","transfer":true}]} {"_id":"jMh5K7Xk1YYOn2GZ","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} {"_id":"je9KqAzjS8sBqUSB","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","effects":[{"_id":"vtxUoVv6RYKs79hH","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Kel Dor","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"keldor","mode":0,"priority":0},{"key":"flags.sw5e.foreignBiology","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","label":"Kel Dor","tint":"","transfer":true}]} @@ -103,7 +108,7 @@ {"_id":"sObT8nqENrxcrl07","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp","effects":[{"_id":"uKYIAfObGqCfU8TK","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Tarasin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"Tarasinese","mode":0,"priority":0},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tarasin.webp","label":"Tarasin","tint":"","transfer":true}]} {"_id":"sXKp23xNd8ULIeCT","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp","effects":[{"_id":"Z2nTY93aynxgDvrZ","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Besalisk","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"besalisk","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Besalisk.webp","label":"Besalisk","tint":"","transfer":true}]} {"_id":"t1aMJMaz8tdOAVkE","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.movement.swim","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} -{"_id":"utEW7d7iBsVm3SI3","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AbyssinSavage Attacks
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArconaKeen Smell
ArdennianDarkvision
ArkanianDarkvision, Infrared Sight, Sunlight Sensitivity
BarabelDarkvision
BaragwinKeen Smell
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
Esh-KhaDarkvision
EwokMask of the Wild
FalleenClosed Mind
Flesh RaiderDarkvision
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
Ho'DinSecond Heart
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
PatrolianDarkvision
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RakataDarkvision
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
RynDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} +{"_id":"utEW7d7iBsVm3SI3","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AbyssinSavage Attacks
AdvoszeDarkvision
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AnomidTech Resistance
AqualishDarkvision
ArconaKeen Smell
ArdennianDarkvision
ArkanianDarkvision, Infrared Sight, Sunlight Sensitivity
BarabelDarkvision
BaragwinDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
Esh-KhaDarkvision
EwokMask of the Wild
FalleenClosed Mind
Flesh RaiderDarkvision
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
Ho'DinSecond Heart
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
LurmenRolling Agility
MikkianKeen Hearing
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NiktoAdaptation
NoghriKeen Smell
NothoiinHeightened Reflexes
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
RynDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
TarasinSa'tosin Sense
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} {"_id":"wIIapzhrv6g3m3OK","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp","effects":[{"_id":"fJnrLKeafCg903Bd","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Selkath","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.movement.swim","value":"30","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"selkatha","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Selkath.webp","label":"Selkath","tint":"","transfer":true}]} {"_id":"x4Bj1rQIuPTHMuXu","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp","effects":[{"_id":"NSowTSCKpURLCCPz","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Sullustan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sullustese","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sullustan.webp","label":"Sullustan","tint":"","transfer":true}]} {"_id":"xUWex26hdDUxsIVi","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp","effects":[{"_id":"G99sEwcJAyta31Wz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Dashade","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dashadi","mode":0,"priority":0},{"key":"flags.sw5e.forceContention","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dashade.webp","label":"Dashade","tint":"","transfer":true}]} @@ -114,3 +119,5 @@ {"_id":"ynuvnI54pMKLwF2a","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Echani reach adulthood in their late teens and live less than a century.

\n

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

\n

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

\n

Combative Culture. You have proficiency in Lore and Acrobatics.

\n

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

\n

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

\n

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp","effects":[{"_id":"HNBMxZCToQEy6PSr","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Echani","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Echani.webp","label":"Echani","tint":"","transfer":true}]} {"_id":"yyCUAG4cUUKh4IUz","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Iktotchi reach adulthood in their late teens and live less than a century.

\n

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

\n

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Precognition. You can see brief fragments of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

\n

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Pilot. You have proficiency in the Piloting skill.

\n

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","effects":[{"_id":"MAjUMql3tivJTfVO","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Iktotchi","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"iktotchese","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.precognition","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","label":"Iktotchi","tint":"","transfer":true}]} {"_id":"zKpCsa8WCfz9abwv","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp","effects":[{"_id":"EWQOMXrZbfi4zSPF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Killik","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"killik","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Killik.webp","label":"Killik","tint":"","transfer":true}]} +{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tiny","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} +{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

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","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"4"}},"flags":{"core":{"sourceId":"Item.Ze8pbOF2l3CdlZnD"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"ysZZRgNNjNrsqz4F"} diff --git a/packs/packs/starshipfeatures.db b/packs/packs/starshipfeatures.db new file mode 100644 index 00000000..4b7a110d --- /dev/null +++ b/packs/packs/starshipfeatures.db @@ -0,0 +1,112 @@ +{"name":"Role Spec: Yacht","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Yacht

\n

Your ship gains the Recreation modification at no cost. Additionally, while hosting guests on your ship, they have disadvantage on Intelligence and Wisdom checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Yacht","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Yacht","tint":"","transfer":true}],"_id":"05QNnT4eULR2VXud"} +{"name":"Role Spec: Battleship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Battleship

\n

Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Battleship","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Battleship","tint":"","transfer":true}],"_id":"0ukmJcPNeU4Sp8bN"} +{"name":"Role Mastery: Warship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Warship

\n

When a deployed gunner on your ship rolls the maximum on a damage die for a ship weapon, they can roll an additional die.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Warship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Warship","tint":"","transfer":true}],"_id":"10Tl6Ac42kq34Hjv"} +{"name":"Paragon Snubfighter: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Shuttle

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Your ship's Constitution score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":2,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Shuttle","tint":"","transfer":true}],"_id":"1Q0pqzjsgR7uQyPC"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total)

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"2NdCkukz1KSGRTTa"} +{"_id":"4L5USxm1lbmlG5E1","name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}]} +{"name":"Role Spec: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Shuttle

\n

Your ship gains or replaces one suite system of your choice at no cost, but it does count against your maximum suites. Your Starship Size Suite Capacity for this suite is 2. Your maximum suites is a minimum of 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Shuttle","tint":"","transfer":true}],"_id":"4Rdl3p0fg55B7VZP"} +{"name":"Role Mastery: Freighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Freighter

\n

When your ship fails a Strength or Dexterity saving throw, a deployed crew member can use their reaction to jettison some of the cargo stored in its storage compartments. If you jettison at least 50 tons of cargo, you can reroll the saving throw and must use the new roll. If you jettison at least 75 tons of cargo, however, you instead automatically succeed on the saving throw. Additionally, the area in a line 300 feet long and 100 feet wide behind your ship becomes difficult terrain for 1 minute.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"When your ship fails a Strength or Dexterity saving throw"},"duration":{"value":1,"units":"minute"},"target":{"value":300,"width":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Courier","tint":"","transfer":true}],"_id":"4jLcqnxPuOpM0AlD"} +{"name":"Role Mastery: Colonizer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Colonizer

\n

Your ship’s fuel capacity, as shown in the Starship Size Fuel Capacity table, doubles. Additionally, while traveling in realspace, your ship consumes half the amount of fuel.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Colonizer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Colonizer","tint":"","transfer":true}],"_id":"5WCQbT1EbAsDds8T"} +{"name":"Pinpoint Strike","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to slip underneath the shields of an enemy ship.

\n

When your ship occupies the same square occupied by a target ship and the pilot makes an attack roll, as a reaction, the pilot can, before rolling the attack, roll a Pinpoint Strike die, which is a d4, and add it to the attack roll. If the attack requires a saving throw instead, you may subtract the Pinpoint Strike die from the target's save result. On a hit, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship. This feature can only be used by the pilot, and it can only be used once per round.

\n

Your ship’s Pinpoint Strike die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to your ship’s tier. All expended uses are regained when the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"1d((2*@details.tier)+2)","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"5izWUYBCKNHqUTg6"} +{"name":"Role Spec: Ship's Tender","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Ship's Tender

\n

Your ship gains a Fuel Storage modification at no cost.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ship's Tender","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Ship's Tender","tint":"","transfer":true}],"_id":"5mmvSODyCfwYF7DR"} +{"name":"Citadel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, the capacity for all of your suites is doubled. If a suite type’s capacity was already doubled, its size is instead tripled from its standard size. Additionally, your starship’s maximum capacity for fuel and consumables doubles, and civilians, crew members, and troopers aboard your starship have advantage on Constitution saving throws made to avoid Exhaustion. If the capacity for fuel and/or consumables was already double its standard amount, it is now triple its original capacity.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":"","scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"5o4AwUTPjDfloRjd"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Constitution above 20, or your Constitution above 24, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 2 additional Hull Dice and 2 additional Shield Dice. It gains 2 additional Hull Dice and 2 additional Shield Dice at 2nd tier (4, each), 3rd tier (6, each), 4th tier (8, each), and 5th tier (10, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"626iiZQjabHqsckW"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can’t increase your ability scores other than Constitution above 20, or your Constitution above 26, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 2 additional Hull Dice and 2 additional Shield Dice. It gains 2 additional Hull Dice and 2 additional Shield Dice at 2nd tier (4, each), 3rd tier (6, each), 4th tier (8, each), and 5th tier (10, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"6gwCB9vjQ3R8Yfaz"} +{"name":"Role Mastery: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Scrambler

\n

Your ship gains a +2 bonus to Charisma (Interference) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scrambler","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Scrambler","tint":"","transfer":true}],"_id":"72pK7CVMgRoPPRct"} +{"name":"Role Mastery: Corvette","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Corvette

\n

Your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Corvette","mode":0,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Corvette","tint":"","transfer":true}],"_id":"8ZB5HoJocUH56yo7"} +{"name":"Versatile Dreadnought","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"8a0Au46c4o1abU9F"} +{"name":"Prime Doctrine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, your starship strikes fear in your enemies. When crew members roll initiative, one crew member can attempt to frighten other ships. Each crew member deployed on a hostile ship must make a Wisdom saving throw contested by a Charisma (Menace) check. On a failed save, affected crew members have disadvantage on the first ability check, attack roll, or saving throw they make each round for 1 minute. At the end of each of their turns, they repeat this save, ending this effect on a success. Additionally, on a successful save, they become immune to this feature for one day.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":null,"condition":"When a crew member deals damage to a Large or larger ship with a ship weapon"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"size":"Gargantuan","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"91Jke9fNoVjpIHC2"} +{"name":"Paragon Snubfighter: Strike Fighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Strike Fighter

\n

Your ship's Strength score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Strike Fighter","tint":"","transfer":true}],"_id":"AUX4XLJarKhIZFKe"} +{"name":"Role Mastery: Picket Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Picket Ship

\n

The close and long ranges of your point defense systems increase by 100 feet. Additionally, Large or smaller ships have disadvantage on saving throws against your point defense systems.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Picket Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Picket Ship","tint":"","transfer":true}],"_id":"AlzSRtyu7Oj10ZO5"} +{"name":"Concentrated Fire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, once per turn, when you attack a ship of size Large or larger, and it was previously hit by an allied ship of size Large or larger’s weapons since the end of its last turn, you have advantage on the attack. If you already had disadvantage, you may instead reroll one of the dice once (your choice).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when you attack a ship of size Large or larger, and it was previously hit by an allied ship of size Large or larger’s weapons since the end of its last turn"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"AmZvh5sRfZMJQSmr"} +{"name":"Role Spec: Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Cruiser

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Cruiser","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Cruiser","tint":"","transfer":true}],"_id":"B5L1PCdWLWoedo7g"} +{"name":"Evasive Maneuvers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, when a deployed pilot rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined.

\n

The amount the ship moves is determined by rolling an Evasive Maneuvers die, which is a d4, and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn.

\n

Your ship’s Evasive Maneuvers die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"BsyAajkYG8yoCLvj"} +{"name":"Role Spec: Researcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Researcher

\n

Your ship gains the Laboratory and Workshop modifications at no cost. Additionally, Intelligence (Lore) checks on your ship are made with advantage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Researcher","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Researcher","tint":"","transfer":true}],"_id":"ComTgRDyH4OKyzDK"} +{"name":"Paragon Dreadnought","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. Two of your ship’s ability scores increase by 4, and its maximum for these scores increase by 4. Another ability score increases by 2, and its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":"","scaling":"power"},"size":"Gargantuan","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"D7omkkFZv6a0yePr"} +{"name":"Paragon Snubfighter: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Interceptor

\n

Your ship's Dexterity score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Interceptor","tint":"","transfer":true}],"_id":"DlrjrflL4TeIr78E"} +{"name":"Role Mastery: Courier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship. 

\n

Courier

\n

Your ship gains the Backup Hyperdrive modification at no cost. Any installed hyperdrive operates as one of the next faster class. If you have a class 0.5 hyperdrive installed, it acts as a 0.4 hyperdrive.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Courier","tint":"","transfer":true}],"_id":"EhVutUuou1oLpisu"} +{"name":"Role Spec: Industrial Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Industrial Center

\n

Your ship gains two Workshop modifications at no cost. Additionally, the speed at which goods are crafted in your workshops is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Industrial Center","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Industrial Center","tint":"","transfer":true}],"_id":"FOC7oAj2mLTltK9U"} +{"name":"Role Spec: Freighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Freighter

\n

Your ship gains the Storage Compartment modification at no cost. Additionally, your ship’s base cargo capacity increases to 50 tons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Courier","tint":"","transfer":true}],"_id":"GIHx1MlYWoN13Jr9"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"GlQzWpsmNOJDAcE8"} +{"name":"Role Mastery: Navigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Navigator

\n

Your ship has resistance to damage from environmental effects, and advantage on saving throws to resist the effects of environmental effects.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Missile Boat","tint":"","transfer":true}],"_id":"HEc61c6KYUwN24Ft"} +{"name":"Role Mastery: Carrier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Carrier

\n

When ships are deployed from your carrier, they have advantage on the first ability check, attack roll, or saving throw they make before the end of their next refitting. Once a ship has benefited from this feature, it can not benefit from it again until it undergoes refitting.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":1,"condition":"When ships are deployed from your carrier, they have advantage on the first ability check, attack roll, or saving throw they make before the end of their next refitting."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Carrier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Carrier","tint":"","transfer":true}],"_id":"HPiCqS3Ra6Snj49T"} +{"name":"Role Spec: Juggernaut","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Juggernaut

\n

Your hull point maximum increases by an amount equal to twice your number of hull dice. Whenever you gain a hull die thereafter, your hull point maximum increases by an additional 2 hull points.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Juggernaut","mode":2,"priority":20},{"key":"data.attributes.hp.max","value":"(data.attributes.hd)*2","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Juggernaut","tint":"","transfer":true}],"_id":"IeEhOFpety68HCIk"} +{"name":"Role Spec: Corvette","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Corvette

\n

Your ship gains a Fixed Hardpoint modification at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Corvette","mode":0,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Corvette","tint":"","transfer":true}],"_id":"Imf8Bcwv9nOoyZcG"} +{"name":"Role Mastery: Blockade Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Blockade Ship

\n

Your ship’s shield regeneration rate doubles.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Blockade Ship","mode":2,"priority":20},{"key":"data.regrateco.value","value":"2","mode":1,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Blockade Ship","tint":"","transfer":true}],"_id":"L2kFiXoAE2aTdnme"} +{"name":"Role Spec: Interdictor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Interdictor

\n

Your ship gains the Tractor Beam and Gravity Well Projector modifications at no cost. Additionally, ships of Huge size or smaller have disadvantage on saving throws against your tractor beams.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interdictor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Interdictor","tint":"","transfer":true}],"_id":"LIpBrdZuJ82bZ8ks"} +{"name":"Role Mastery: Missile Boat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Missile Boat

\n

When firing a tertiary or quaternary weapon, you can load each weapon with multiple types of munitions up to your reload number and select which to fire when you take the attack action with that weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Missile Boat","tint":"","transfer":true}],"_id":"LL6Z5oFihs3E4Bew"} +{"name":"Adaptive Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, when your ship is hit with an attack roll, a deployed pilot can add the ship’s Constitution modifier to AC, potentially causing the attack to miss.

\n

This feature can be used a number of times equal to your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"4","max":"@details.tier","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"LUbYxort97HhJtcZ"} +{"name":"Super-Heavy Turbolaser Battery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship is equipped with a forward-mounted special version of a Turbolaser. Your ship is considered to meet this weapon’s constitution requirement regardless of your ship’s constitution ability score. The damage dealt by this Turbolaser is 3d12.

\n

This weapon does not utilize or count as a weapon hardpoint.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"LoG2SioeRsCQdo7H"} +{"name":"Staging Ground","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, the capacity for your Barracks, Living Quarters, and Luxury Quarters suites are doubled. Additionally, when crew members or troopers deploy, they have advantage on their first ability check, attack roll, or saving throw they make before the end of their next long rest. Once a crew member or troop has benefited from this feature, they can not benefit from it again until they complete a long rest.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"OGN9eY7cKjSjp8Da"} +{"name":"Role Spec: Missile Boat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Missile Boat

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Missile Boat","tint":"","transfer":true}],"_id":"Oe66XBKfy21TWQkV"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Constitution above 20, or your Constitution above 22, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and 1 additional Shield Die. It gains 1 additional Hull Die and 1 additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"OiSUH7AQT3c9Ol1c"} +{"name":"Versatile Transport","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a deployed crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A deployed crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a deployed crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"(@details.tier)","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"OiZHrN5BsNYW1W3F"} +{"name":"Role Mastery: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Bomber

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Bomber","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Bomber","tint":"","transfer":true}],"_id":"OlQGJl4uAeXRHIKQ"} +{"name":"Superior Firepower","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship’s firepower can overwhelm larger ships.

\n

When a crew member deals damage to a Large or larger ship with a ship weapon, the crew member can increase the damage by rolling a Superior Firepower die, which is a d4, and add it to the damage roll (no action required).

\n

Your ship’s Superior Firepower die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship undergoes recharging.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":null,"condition":"When a crew member deals damage to a Large or larger ship with a ship weapon"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"3","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"P2cJTyboU0Xsjq5n"} +{"name":"Auto-Thrusters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship can add half of its Strength modifier (rounded down, minimum of one) to its Dexterity Saving Throws.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"DwFh63OFTvVGSjQD","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.abilities.dex.save","value":"((@str.mod)/2)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Auto-Thrusters","tint":"","transfer":true}],"_id":"Ps2LiBeSQQAi57Kf"} +{"name":"Role Mastery: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Shuttle

\n

Your ship gains one suite system of your choice at no cost. Your Starship Size Suite Capacity is 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Shuttle","tint":"","transfer":true}],"_id":"QVrHDCax0GJBEPdk"} +{"name":"Role Mastery: Ship's Tender","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Ship's Tender

\n

Your ship gains the Nano-Droid Distributor modification at no cost. Additionally, the range of its effects is increased by 400 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ship's Tender","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Ship's Tender","tint":"","transfer":true}],"_id":"QohFE0mskT3Fn1Pa"} +{"name":"Role Mastery: Juggernaut","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Juggernaut

\n

When you deal damage on a ram, the damage you inflict on other ships increases by +2 per hull die of your ship.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Juggernaut","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Juggernaut","tint":"","transfer":true}],"_id":"SB5TDnQbCSRwwRDv"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship's ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Dexterity above 20, or your Dexterity above 24, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Tiny","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[],"_id":"SHeGJHU2yqe5xyuN"} +{"name":"Standing By","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, your ship can be pushed beyond its normal limits for a moment. On their turn, a deployed crew member can take one additional action on top of their regular action and a possible bonus action.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"SHzcWYzGKQIfefX9"} +{"name":"Role Spec: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Scrambler

\n

Your ship's crew can use interfere as a bonus action.

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Also at 5th tier, a crew member can, as a bonus action, delegate a plan of action to the crew. The ship can immediately move up to its flying speed, and up to five crew members on that ship can use their reaction to immediately take an action.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"SpqPIgt1VzPz9Kj4"} +{"name":"Role Mastery: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Interceptor

\n

Your ship's turning speed decreases by 50 feet. If this would decrease your ship's turning speed to 0, instead your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Interceptor","tint":"","transfer":true}],"_id":"Tt5cNgH9JiXXDgvw"} +{"name":"Role Mastery: Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Explorer

\n

Your ship can detect ships moving through hyperspace with its scanners, and it ignores environmental effects that would impact its scanners.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Explorer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Explorer","tint":"","transfer":true}],"_id":"U6XhLMkqCO4Ik7dh"} +{"name":"Paragon Transport","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. Two of your ship’s ability scores increase by 2. It’s maximums for these scores increase by two.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"5","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"U8KNQB2MDTgsow5K"} +{"name":"Role Spec: Warship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Warship

\n

Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Warship","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Warship","tint":"","transfer":true}],"_id":"UZEiP5j4iGJztqvN"} +{"name":"Role Mastery: Battleship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Battleship

\n

When a deployed gunner rolls a 1 or 2 on the on a damage die for a primary or secondary weapon, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Battleship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Battleship","tint":"","transfer":true}],"_id":"VNZIXXtdUrH9cyQn"} +{"name":"Damage Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to automatically mitigate damage from ships.

\n

Once per turn, as a reaction to being dealt damage by a ship weapon, a crew member can use their reaction and roll a Damage Control die, which is a d4, and subtract it from the damage roll.

\n

Your ship’s Damage Control die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 4 x your ship’s tier. All expended uses are regained when the ship undergoes refitting.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"4","max":"4","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"VPkdsE9elNtUVRwf"} +{"name":"Paragon Snubfighter: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Scrambler

\n

Your ship's Charisma score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scrambler","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Scrambler","tint":"","transfer":true}],"_id":"VVXVp32GnMWeuoAX"} +{"name":"Hold Together","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, when your ship takes damage while at 0 hull points, it makes a Destruction saving throw, instead of automatically failing.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":"when a deployed crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"(@details.tier)","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"VyhLdoFj3hgjeqji"} +{"name":"Versatile Frigate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw with the ship, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw with the ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"9","max":"9","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"WVWEADTBJgfx4lyK"} +{"name":"Role Mastery: Industrial Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Industrial Center

\n

Your ship gains two Docking Bay suites at no cost, which do not count against its total suite systems. Additionally, the capacity of your docking bays are doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Industrial Center","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Industrial Center","tint":"","transfer":true}],"_id":"WYhpBT2nO8fwfeCE"} +{"name":"Role Spec: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Interceptor

\n

Your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Interceptor","tint":"","transfer":true}],"_id":"XiOJBm5PA7hY9oqQ"} +{"name":"Role Spec: Carrier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Carrier

\n

Your ship gains two Docking Bay suites at no cost. Additionally, the capacity of your docking bays is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Carrier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Carrier","tint":"","transfer":true}],"_id":"ZFFW6f3WY869qDFy"} +{"name":"Role Spec: Scout","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Scout

\n

Your ship gains a +1 bonus to Wisdom (Scan) and Intelligence (Probe) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scout","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Scout","tint":"","transfer":true}],"_id":"ZOE6ZoQOTiSGpDY4"} +{"name":"Tactical Retreat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, when a crew member rolls a 1 on an Intelligence (Astrogation) check to calculate astrogation, or a Constitution saving throw to maintain the hyperdrive booting, they can reroll the die. They must use the new roll.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"b9bkZCxfdHdm4Axx"} +{"name":"Role Spec: Ambassador","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Ambassador

\n

Your ship gains a Luxury Quarters suite at no cost. Additionally, while hosting guests on your ship, crew members have advantage on Charisma checks made against them.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ambassador","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Ambassador","tint":"","transfer":true}],"_id":"bDChmgF21xyMbvlZ"} +{"name":"Role Mastery: Interdictor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Interdictor

\n

Ships of all sizes have disadvantage on the saving throws against your tractor beams. Additionally, you can force ships of Large size and smaller to reroll one of the dice once.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interdictor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Interdictor","tint":"","transfer":true}],"_id":"bSF5KuhV8rtE6iXL"} +{"name":"Blockade Runner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to react to damage from large ships.

\n

As a reaction to being hit with an attack roll from a Large or larger ship, a deployed pilot can use their reaction to immediately move the ship forward an amount equal to half its flying speed (rounded down) and then roll a Blockade Runner die, which is a d4, and subtract it from the triggering attack roll, potentially causing it to miss.

\n

Your ship’s Blockade Runner die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"being hit with an attack roll from a Large or larger ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"3","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"bjJkjFPB3UggQQFJ"} +{"name":"Versatile Snubfighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a deployed crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A deployed crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"@details.tier","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"coOEQY872uAvwrPe"} +{"name":"Role Spec: Picket Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Picket Ship

\n

Your ship can install a single Point Defense System in a hardpoint. This hardpoint may be modified to include more than a single limited firing arc.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Picket Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Picket Ship","tint":"","transfer":true}],"_id":"cvvysFnajl06MDa3"} +{"name":"Role Spec: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Bomber

\n

Your ship gains a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Bomber","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Bomber","tint":"","transfer":true}],"_id":"d1gzEqho7W1pNVN8"} +{"name":"Superweapon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship is equipped with a superweapon. As an action, a deployed operator can activate the superweapon, which has a limited firing arc, as described in Chapter 9. When activated, a beam of destructive energy forming a line 10,000 feet long and 100 feet wide blasts from the weapon. Each ship in the line must make a Dexterity saving throw (DC = 8 + the crew member’s proficiency bonus + the ship’s Strength modifier). On a failed save, a ship takes 15d10 energy damage, or half as much on a successful one.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":10000,"width":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":"8+@str.mod+@prof","scaling":"flat"},"size":"Gargantuan","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"db0LHu2rFIbO98e6"} +{"name":"Paragon Snubfighter: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Bomber

\n

Your ship's Wisdom score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Bomber","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Bomber","tint":"","transfer":true}],"_id":"eW3twcCUuobEJPM4"} +{"name":"Capital Railgun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship is equipped with a forward-mounted special version of a Heavy Slug Railgun at its helm. Your ship is considered to meet this weapon’s constitution requirement regardless of your ship’s constitution ability score. The damage dealt by this Heavy Slug Railgun is 7d12.

\n

This weapon does not utilize or count as a weapon hardpoint.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"eYs1oLGIuRjrAaJi"} +{"name":"Paragon Frigate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is a the best in its class. Three of your ship’s ability scores increase by 2. Its maximum for these scores increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"iYhin18nEisfow7e"} +{"name":"Nimble Starship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, your ship can add half its Dexterity modifier (minimum of one) to any saving throw it makes that doesn't already include that modifier.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"ifzshePkchoWX3ut"} +{"name":"Role Mastery: Strike Fighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Strike Fighter

\n

Your ship's shield regeneration rate is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Strike Fighter","tint":"","transfer":true}],"_id":"io6GbflLUvVivvmk"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can’t increase your ability scores above 20, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"juGYpOumS9niLt2R"} +{"name":"Role Spec: Navigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Navigator

\n

Your ship gains the Navcomputer modification at no cost. Additionally, if a crew member must roll on the Hyperspace Mishaps table, they can roll twice and choose either total.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Missile Boat","tint":"","transfer":true}],"_id":"kffEXBOZz7riFt3o"} +{"name":"Role Spec: Mobile Metropolis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Mobile Metropolis

\n

Your ship gains a Living Quarters suite and a Recreation suite at no cost. Additionally, the capacity of your Living Quarters is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Mobile Metropolis","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Mobile Metropolis","tint":"","transfer":true}],"_id":"kmqgykMD4ByszTRN"} +{"name":"Role Spec: Command Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Command Ship

\n

Your ship gains the Comms Package, Premium and Command Center suite modifications at no cost. Additionally, you have advantage on Charisma (Impress) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Command Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Command Ship","tint":"","transfer":true}],"_id":"lLsVBqNn408Xwwwo"} +{"name":"Versatile Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship undergoes recharging.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"oJewN8Cxqnzjz52G"} +{"name":"Role Spec: Strike Fighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Strike Fighter

\n

Your ship gains a +1 bonus to the attack rolls and save DCs of its ship weapons.

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At 4th tier, you master a particular style of design for your ship.

\n

Mobile Metropolis

\n

Your ship’s fuel capacity, as shown in the Starship Size Fuel Capacity table, and storage capacity, as shown in the Starship Size Storage Capacity table, double. Additionally, while traveling in realspace, your ship consumes half the amount of fuel as normal.

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As of 5th tier, your starship is the best in its class.

\n

Scout

\n

Your ship's Intelligence score increases by 2. Its maximum for this score increases by 2.

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At 4th tier, you master a particular style of design for your ship.

\n

Yacht

\n

You have advantage on Charisma checks made against those who can see your ship.

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At 4th tier, you master a particular style of design for your ship.

\n

Command Ship

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Your ship gains the Comms Package, Premium, and Comms Package, Prototype modifications at no cost. Additionally, you have advantage on Charisma (Menace) checks.

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At 2nd tier, you adopt a particular style of design for your ship.

\n

Gunboat

\n

Your ship gains a Fixed Hardpoint modification at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

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At 4th tier, you master a particular style of design for your ship.

\n

Cruiser

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When firing a tertiary or quaternary weapon, you can load each weapon with multiple types of munitions up to your reload number and select which to fire when you take the attack action with that weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Cruiser","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Cruiser","tint":"","transfer":true}],"_id":"rQIay5wZWpuzdwMj"} +{"name":"Role Spec: Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Explorer

\n

Your ship gains the Scanner, Premium modification at no cost. Additionally, the range of its scanners is increased by 1,000 feet.

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At 4th tier, you master a particular style of design for your ship.

\n

Ambassador

\n

Your ship has advantage on saving throws to avoid being rammed or tractor-beamed.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ambassador","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Ambassador","tint":"","transfer":true}],"_id":"rtWTtywsBtZr8c6Y"} +{"name":"Role Spec: Flagship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Flagship

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Your ship gains the Command Center suite and Tractor Beam modifications at no cost. Additionally, when a crew member deployed in a command center takes the Direct action, the target of the Direct action can reroll one of the dice once.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Flagship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Flagship","tint":"","transfer":true}],"_id":"rx71793fT9xpvai3"} +{"name":"Devastator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, as an action, a single crew member can give the ship the following benefits for 1 minute:

\n
    \n
  • Your ship has resistance to all damage.
  • \n
  • Your ship’s ship attacks score a critical hit on a roll of 19 or 20 on the d20.
  • \n
\n

This effect ends early if the ship is disabled. Once this feature has been used, it can’t be used again until the ship undergoes refitting.

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At 4th tier, you master a particular style of design for your ship.

\n

Scout

\n

Your ship gains a +2 bonus to Intelligence (Astrogation) checks and enemy ships have disadvantage on Wisdom (Scan) checks to detect your ship entering and exiting hyperspace.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scout","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Scout","tint":"","transfer":true}],"_id":"s2D3kplaY2Hhy5sl"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"sjhPJz4pobuxoioE"} +{"name":"Role Spec: Courier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Courier

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Your ship’s flying speed increases by 50 feet.

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Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Tiny","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"t1el0r5U2rA11aNE"} +{"name":"The Best Ship in the 'verse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, as an action, a deployed crew member can give the ship resistance to unenhanced damage from ship weapons for 1 minute.

\n

This effect ends early if the ship is disabled. Once this feature has been used, it can’t be used again until the ship recharges.

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Also at 5th tier, once on each crew member’s turn, they can add the ship’s Strength modifier to the attack roll or the ship’s Intelligence modifier to the damage roll of an attack it makes. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

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Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"wZ1zZstHedBTZ1zw"} +{"name":"Retro Thrusters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, when an attacker that a deployed pilot or operator can see deals damage to your ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage your ship takes. The orientation of the ship does not change.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when an attacker that a deployed pilot or operator can see deals damage to your ship with a weapon"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"wcrP5FTiW9MIUG5G"} +{"name":"Broadside","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, once on each of their turns, when a crew member makes a ship attack, they can make another attack with the same weapon against a different ship that is within 100 feet of the original target and within range of their weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a crew member makes a ship attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"ws8dEJLq6i8S0sll"} +{"name":"Role Mastery: Gunboat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Gunboat

\n

Once per round, a deployed gunner can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship attack.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when determining the extra damage for a critical hit with a ship attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Gunboat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Gunboat","tint":"","transfer":true}],"_id":"wsTSPrQmpRkj1gmX"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship's ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Dexterity above 20, or your Dexterity above 22, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"xs1MlcfBFFiUyCQv"} +{"_id":"y8GijjLGOMxi5BgS","name":"A Leaf on the Wind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, when your ship, or a deployed crew member, makes an ability check, attack roll, or saving throw, a deployed crew member can use their reaction to treat the amount rolled on the d20 as a 20.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.xcPn9BxSsYWx8Pch"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Strike Fighter","tint":"","transfer":true}]} +{"name":"Paragon Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. One of your ship’s ability scores increases by 4, and its maximum for this score increase by 4. Another two ability scores increase by 2, and its maximum for these scores increase by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"yRCUfeUabdtfJ5TX"} +{"name":"Role Mastery: Flagship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Flagship

\n

A coordinator deployed in a command center can, as an action, issue an order to a Huge or smaller ship. That ship can immediately move up to its flying speed, and up to five crew members on that ship can use their reaction to immediately take an action.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a coordinator issues an order to a Huge or smaller ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Flagship","mode":2,"priority":20},{"key":"data.regrateco.value","value":"2","mode":1,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Flagship","tint":"","transfer":true}],"_id":"ydh3dtYUMg0FI5vK"} +{"name":"Role Spec: Colonizer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Colonizer

\n

Your ship gains two Barracks suites at no cost. Additionally, saving throws against poison and disease on your ship are made with advantage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Colonizer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Colonizer","tint":"","transfer":true}],"_id":"ytSkXHfoo17kbGse"} +{"name":"Role Spec: Blockade Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Blockade Ship

\n

Your ship gains the Emergency Generator and Power Backup modifications at no cost. Additionally, your ships shields extend further around it. Whenever a friendly ship would take damage while within 500 feet of your ship, if the source of that damage is more than 500 feet away from your ship and your ship’s shields are active, your ship’s shields instead take that damage. If the damage reduces your ship’s shields to 0, the protected ship takes any remaining damage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":false}},"changes":[{"key":"data.details.role","value":"Blockade Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Blockade Ship","tint":"","transfer":false}],"_id":"zCFuj5DkuZcRgcvw"} +{"name":"Role Mastery: Researcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Researcher

\n

When you use your ship’s Superweapon, you can alter its functionality. Instead of dealing damage, ships who fail a saving throw are blinded, shocked, and shocked for 1 minute. Ships who succeed on the saving throw suffer these effects until the start of the deployed operator’s next turn, instead.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Researcher","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Researcher","tint":"","transfer":true}],"_id":"zs3QstSyQeHLzs26"} diff --git a/packs/packs/starshipmodifications.db b/packs/packs/starshipmodifications.db new file mode 100644 index 00000000..61adf1f1 --- /dev/null +++ b/packs/packs/starshipmodifications.db @@ -0,0 +1,210 @@ +{"_id":"0Fsxt8D98Sofxl4A","name":"Frame, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"1ljWI01OuCXvlJ5H","name":"Backup Hyperdrive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Hyperdrive Slot"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a backup hyperdrive slot on your ship and includes a class 15 hyperdrive. A crew member can switch to or from the backup hyperdrive as an action.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"2Clm8rTqRR7GqnBp","name":"Central Computer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 4. Additionally, your artificial intelligence gains proficiency in Piloting and can take pilot-only actions if deployed as the pilot.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"2OMrHT03BxJMP7IW","name":"Carbonite Launcher, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

A storm of cryogenic energy encompasses space in a 300-foot-radius sphere centered on a point within 1200 feet. Each ship in the cylinder must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

The storm's area of effect becomes difficult terrain until the end of your next turn.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"2WxwBEDni0YqbIG1","name":"Casino","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers all of the necessary implements, including furniture and customized chips, to run a gambling institution. In order to operate, the casino requires a number of crew members, equal to one-tenth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

A casino can comfortably host a number of guests equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

At the end of each gaming day, the GM can roll a d20 to determine whether and how much the casino makes or loses money. The amount the casino makes or loses depends on the ship's size:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20 RollLargeHugeGargantuan
2015,000 cr150,000 cr1,500,000 cr
16-197,200 cr72,000 cr720,000 cr
12-153,500 cr35,000 cr350,000 cr
8-111,000 cr10,000 cr100,000 cr
4-70 cr0 cr0 cr
2-3-4,800 cr-48,000 cr-480,000 cr
1-9,000 cr-90,000 cr-900,000 cr
\n

These amounts include the wages of the employees.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"377OskezarDUpB8F","name":"Escape Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"3GrxxmbUhglcHNar","name":"Data Core, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Data Core, at a cost. Your ship's Intelligence score increases by 1. One ability score other than Intelligence (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"3RMeXwni1xyQbw0J","name":"Flare Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is a equipped with a series of counter-measure flares. When your ship is forced to make a Dexterity saving throw, a crew member can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The crew member can choose to use this feature after the roll is made, but before the GM says whether the roll succeeds or fails. If they already have advantage on the saving throw, they can instead reroll one of the dice once.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"3hobQFx1yBtdO6MX","name":"Mechanic's Shop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house droids and small constructs, complete with integrated astrotech's tools, a demolitions kit, and a mechanic's kit. While utilizing either of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Demolitions kit: Over the course of a long rest, you can temporarily improve the potency of one grenade or mine. If the chosen explosive is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra damage equal to your Intelligence modifier. The damage is of the same type dealt by the chosen explosive.
  • Mechanic's Kit: Whenever you make an Intelligence (Mechanic's Kit) check to make a repair, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least ten minutes repairing it.

Lastly, this suite can house droids and constructs, depending on the ship's size:

  • Small: A Small mechanic's shop can house one Medium droid or construct.
  • Medium: A Medium mechanic's shop can house one Huge droid or construct.
  • Large: A Large mechanic's shop can house one Gargantuan droid or construct.
  • Huge: A Huge mechanic's shop can house 10 Gargantuan droids or constructs.
  • Gargantuan: A Gargantuan mechanic's shop can house 100 Gargantuan droids or constructs.

Alternatively, this suite can house droids of other sizes. A Gargantuan droid takes up the space of two Huge droids, which in turn takes up the place of two Large droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4K5cyQWh4Bv2dWgP","name":"Frame, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Frame, at a cost. Your ship's Constitution score increases by 1. One ability score other than Constitution (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4RfHRs8adL6tbBHi","name":"Electrical Dischargers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action a crew member may cause your ship to emit a burst of electricity. Each ship within 50 feet, other than you, must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's strength modifier) or take 1d6 lightning damage.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4gyWfS6apf3osttd","name":"Power Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a back up battery, which can give it renewed energy. When your ship is reduced to 0 hull points but not destroyed outright, a crew member can use their reaction to have it drop to 1 hull point instead. Alternatively, if the ship is making Destruction saving throws, a crew member can use their action to have the ship automatically succeed on a Destruction saving throw.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4mUhwNPzHBDFSgKd","name":"Luxury Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suit features separate rooms, which come fully furnished, with its own refresher station. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. This suite features a number of private quarters equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4nlVzDZe8DJJhWPo","name":"Frame, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4qOvj79tv2XxQfMi","name":"Thrusters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4rKESBEskTCQuqqP","name":"Slave Circuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a slave circuit in your ship to improve automation. You reduce the minimum crew requirement by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"50FW28s2hpSXm5jr","name":"Power Converter, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Premium Power Converter"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's power converters. Your ship is expertly equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6WERMowP2JnKaV0U","name":"Transmitters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Transmitters have reached their maximum potential. Your ship's Charisma score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6YjuCoVzaVhplvT4","name":"External Docking System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an airlock and couplers designed to attach and connect to one or more ships of a size category smaller as described below. As an action, a crew member can engage or disengage the external docking system. While a ship is coupled to your ship, the ships can share primary systems as appropriate, and creatures can transfer between ships readily. While an external docking system is occupied by at least one ship, your ship's flying speed decreases by 50 feet (to a minimum of 50 feet), its turning speed increases by 50 feet, and its hyperdrive is considered one class greater (to a maximum of Class 20) for determining travel time in hyperspace.

Alternatively, this suite can accommodate multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"7VXRObiGv5oBMzNn","name":"Resilient Hull","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's hull to make it more adaptive. Your ship is proficiently equipped for Constitution saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"7gFSZKE8qzMNC8Dk","name":"Hyperdrive Slot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a hyperdrive slot on your ship and includes a class 15 hyperdrive.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"7lmBjM4Lol73UE6x","name":"Docking Bay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an integrated mechanic's kit and has space for all of the necessary equipment to launch, receive, repair, rearm, and house another starship. The size it can house varies depending on the ship's size.

  • Medium: A Medium docking bay can house one Tiny ship.
  • Large: A Large docking bay can house two Medium ships.
  • Huge: A Huge docking bay can house one Large ship.
  • Gargantuan: A Gargantuan docking bay can house one Huge ship.

Alternatively, this suite can house multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger. Up to two docking bays can be combined to combine their storage capacity.

Over the course of 1 minute, a pilot can launch or dock in the docking bay.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"896UAKVKGxZnCnRq","name":"Astromech Socket","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system adds space for an astromech crew member and allows a single deployed astromech crew member to take the Boost Engines, Boost Shields, and Boost Weapons action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"8EFk1HFrDmOaLrEY","name":"Power Converter, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's power converters. Your ship is proficiently equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"8lbxIIgD9074mQs8","name":"Reinforced Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You substantially upgrade your ship's armor plating, causing critical hits made on attack rolls against you to be treated as normal hits.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor; Reinforced Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{"core":{"sourceId":"Item.tFT8kTHpJktg4okn"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"9GRMJmEd2PiwZOyv","name":"Boarding Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds boarding pods to your ship. Boarding pods are designed to be fired at a ship, burrow into the ship's hull, and inject host droids to overcome the target ship. Each boarding pod can support ten Medium or smaller droids. The quantity of boarding pods is equal to one-hundredth of the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Boarding pods are Small size and have a flying speed of 200 feet, a turning speed of 100 feet, an AC of 12, and 10 hull points. Boarding pods do not have weapons, but the pilot can take the Ram action. The DC for the saving throw is 12, and the target has disadvantage. On a failure, the ship takes 2d4 kinetic damage, and the pod burrows into the ship's hull, releasing its contents on the target ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"9NMdRe467tsvS34R","name":"Resilient Processors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's computer to make it more adaptive. Your ship is proficiently equipped for Intelligence saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"AVm6PGi066bIJMeS","name":"Crew Expansion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an additional seating arrangement in your ship. Your ship's maximum crew capacity increases by an amount equal to the ship's suite capacity by size, as shown in the Starship Size Suite Capacity table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ab2tsWl9jCQR4BUA","name":"Remote Override, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

Additionally, your starship's maximum crew requirement becomes 2, and can support 2 remote controllers.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Aok9P0HQWl1g1air","name":"Secondary Transponder Code","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification implements a secondary transponder code into your ship's sublight engines. This transponder code can differ from your primary transponder code in terms of ship's owner, designation, make and model, any registered modifications, and the ship's ownership history.

A crew member can switch the ship's transponder code as an action. A creature can determine this transponder code is a fake by making an Intelligence (Technology) check (DC = 8 + your ship's bonus to Charisma (Swindle) checks). On a success, they determine that your transponder code is a fake.

Additionally, your ship is proficiently equipped for Charisma (Swindle) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"AvzD0oALrfWgmqgx","name":"Equipment Room","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds an equipment room, adding 4 modification slots to your base modification capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"B9S1eVkxKdolPW3v","name":"Sensor Array, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"BO95e8sDsYBXYp5R","name":"Mining Laser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a laser used to extract ores and other minerals from objects such as asteroids. Checks made while using the mining laser for determining outcomes of work (for example, using downtime rules from Wretched Hives) are made with advantage. If you already have advantage on the roll, you can instead reroll one of the dice once.

Additionally, a crew member can activate the mining laser as an action in order to make a Strength (Boost) check against a ship that is touching you (for example, a ship that is ramming or being rammed by your ship, or one you are landed on) (DC = the ship's AC). On a success, the adjacent ship takes 1d8 + Strength modifier energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BYohq8gy1rcc3SiB","name":"SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship gains a SubLight Acceleration Motor (SLAM). As an action, a pilot can activate the SLAM to gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 600 feet on its turn if you SLAM. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 300 feet this turn if you SLAM.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BsaMIAGtOy4ZRR0t","name":"Data Core, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"C9NxteDU3ujgjvpJ","name":"Self-Destruct Mechanism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a self-destruct mechanism that can cause immense destruction at the expense of the ship. A crew member can activate the self-destruct mechanism as an action, setting a timer up to 10 minutes in length. When the timer expires, the ship explodes, dealing thermite damage to each enemy within range. The damage is calculated as follows; for each Hull Die the ship has, roll it and add the ship's Strength modifier to the roll.

The range that the self-destruct mechanism impacts varies, depending on the ship's size:

  • Tiny: A Tiny ship deals damage to each ship within 50 feet of it.
  • Small: A Small ship deals damage to each ship within 100 feet of it.
  • Medium: A Medium ship deals damage to each ship within 200 feet of it.
  • Large: A Large ship deals damage to each ship within 400 feet of it.
  • Huge: A Huge ship deals damage to each ship within 1,000 feet of it.
  • Gargantuan: A Gargantuan ship deals damage to each ship within 2,000 feet of it.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"CHUwghAkez6ETMyL","name":"Hydroponics Garden","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite grows plants for either consumption or commerce.

\n

If the Garden is configured for consumption, every day it produces common food in an amount capable of supporting a number of civilians, crew members, or troopers equal to one-tenth the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table.

\n

If the Garden is configured for commerce, at the end of every month (7 weeks of 5 days) it produces plant goods with a market value in Credits of 10 times the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table. In some cases, a GM may determine that this value could be increased if a particularly rare plant good is produced. In such cases, the players may need to procure rare starter material such as seeds or cuttings to start or continue production.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"COVmf2S7nlATl2la","name":"Reactor, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"DQlFYUhnL5pUfnDL","name":"Active Camouflage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Stealth Device"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This system improves the stealth mode function on your ship. While active, your ship no longer has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners, and no longer has to roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table before entering hyperspace while stealth mode is active.

Additionally, your ship is expertly equipped for Dexterity (Hide) checks. If it is already expertly equipped, it instead gains a bonus equal to half the ship's tier (rounded up).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Dc7E9d6Bt0KeaNlc","name":"Reactive Shielding Compensator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive compensator to your ship's shield generator granting your shields resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"E2fQEyDuj20CSvHX","name":"Sensor Array, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Sensor Array has reached it's maximum potential. Your ship's Wisdom score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ETdddqryZ0EBUiKk","name":"Ship Slicer, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

As an action, a crew member can dictate a one-word command to a ship you can see within 600 feet. The target must succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or follow the command on its next turn. If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the ability ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Deactivate. The target becomes disabled and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Halt. The target doesn't move and takes no actions.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"EtlD49vcUzZnx6xC","name":"Reinforced Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You further upgrade your ship's armor plating, granting your ship a total DR of 8.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor; Reinforced Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"ssarmor","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"8"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{"core":{"sourceId":"Item.yaQ3fatdSGwLugb0"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"FMhoVBYx8RGqqNiB","name":"Reactor, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's reactor has reached it's maximum potential. Your ship's Strength score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"FtAWJsL0RRmXrTm5","name":"Holding Cells","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes a security post and a number of individual holding cells, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table, equipped with both a key and a code lock. Holding cell doors are magnetically sealed to prevent them opening in the event of power failure.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Gf49HqxtlDhmCCEa","name":"Sensor Dampener","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a remote sensor dampener to your ship. As an action, a crew member can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target makes a Wisdom saving throw (DC = 8 + your Charisma (Interfere) bonus. On a failed save, the ship is blinded for 1 minute. As an action on each of the ship's turns, a crew member on the affected ship can repeat this save, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

Additionally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"GzoToFFniZ6aDIF9","name":"Navcomputer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark III"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification greatly improves the navcomputer on your ship. You have a +2 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"H1PmkigBok9ThtyJ","name":"Adaptive Ailerons","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

While you are in atmosphere, this modification reduces your turn speed by 100 feet (min. 50 feet) and grants you a +1 bonus to AC and Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"HLafdmoUIoBmLksO","name":"Comms Package, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same territory as you as long as they are similarly equipped.

Additionally, when your ship sends out communications, those communications can be encrypted, only understandable by recipients with the cipher. A crew member can encrypt communications by making an Intelligence (Slicer Tools) check, setting the decrypt DC. Another crew member can spend 1 minute attempting to decode the encrypted communications by making an Intelligence check against the decrypt DC. On a success, they decrypt the message. On a failure, they do not decrypt your encrypted message, and can't attempt to do so again for one day.

Lastly, your ship is expertly equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Hh0CyoLWJfZTWedW","name":"Central Computer, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's central computer. Your ship can now take bonus actions granted by modifications. Additionally, your ship can now take any standard action except the attack action and pilot-only actions.

Finally, your ship is expertly equipped for Intelligence (Data) checks and gains advantage on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Hir2WB20wyrA4Qbe","name":"Blinding Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals thermite damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit, or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is blinded until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Hx3L4ZThqS3uYW6t","name":"Recreation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a bar and lounge area, as well as multiples of each gaming set and musical instrument, and can accommodate a number of civilians, crew members, or troopers equal to twice the twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

\n
    \n
  • Gaming set or musical instrument: While playing one of the gaming sets or musical instruments, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against.
  • \n
\n

Lastly, when a creature completes a long rest involving this suite, they gain advantage on the first ability check or attack roll they make before the start of their next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Hzhx4W4JfDvPXnbU","name":"Ablative Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an ablative coating to your hull, granting your hull resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IBOdwwIxDdp8zCOM","name":"Frame, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IOvy2IhFk8S7oVNj","name":"Sensor Array, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IYa2asuIJTz4XtHn","name":"Resilient Comms","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's communications systems to make them more adaptive. Your ship is proficiently equipped for Charisma saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IoYVzcgMuyJ8JI45","name":"Hidden Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with hidden storage compartments, which have a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. Finding the hidden storage compartments requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check, which is made with disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"JP7bwXHUbOx4IyY6","name":"Scanner, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system augments the native radar scanner on your ship. Your ship gains blindsight out to 1,000 feet.

Additionally, your ship is proficiently equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"JjSlgyN3WQaaKiz8","name":"Laboratory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a complete biochemist's kit, herbalism kit, and poisoner's kit integrated. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Biochemist's kit: Over the course of a long rest, you can temporarily improve the potency of one medpac. If the medpac is consumed before the end of your next long rest, when a creature uses this medpac, they take the maximum instead of rolling.
  • Herbalism kit: Over the course of a long rest, you can remove one poison or disease from a friendly creature within reach.
  • Poisoner's kit: Over the course of a long rest, you can temporarily improve the potency of one poison. If the poison is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra poison damage equal to your Intelligence modifier.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Jr5YKiCA6thwoOCJ","name":"Frame, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Frame has reached it's maximum potential. Your ship's Constitution score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwMJdDd8fJEIjTyn","name":"Ejection Pod","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an ejection pod in your ship's cockpit. When your ship is reduced to 0 hull points but not destroyed outright, you can use your reaction to eject the pod from the ship.

\n

The pod includes emergency rations and supplies that can support a number of creatures equal to your maximum crew capacity for 1 day, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hull points. The pod includes one unit of fuel.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwPUPOP4Brpj2MMw","name":"Electromagnetic Scrambler, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may scramble the targeting protocols of nearby ships. Each ship in a 300-foot-radius sphere centered on a point within 1200 feet must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies up to a minute, until the ability ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

A crew member must use it's bonus action to maintain this ability.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"JzaWLjwY7GXXKYUr","name":"Central Computer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

You ship's central computer has reached its maximum potential. Your artificial intelligence's proficiency bonus increases to 6. Additionally, it gains expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KWcCCOTTo8UFdxhD","name":"Amphibious Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This modification allows your ship and all of its systems (including weapons) to function underwater. Your ship gains a swimming speed equal to half of its normal speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KibrXkKm3aGV9UlV","name":"Data Core, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KqO60MEqXVwjKFri","name":"Sensor Array, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LQmThkYygucU0f6y","name":"Resilient Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's sensors to make them more adaptive. Your ship is proficiently equipped for Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LtlcZYsKPVOdBJwk","name":"Alternative Fuel Converter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an alternative fuel converter which allows the conversion of materials to a potential fuel source. Over the course of 10 minutes, a crew member can make a constitution (Regulation) check (DC = 10 or half the number of days since the ship's last refueling, whichever number is higher). On a success, the ship recovers one day's worth of fuel.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"M0o3LpNXhnL8SEsm","name":"Resilient Thruster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's thruster to make it more adaptive. Your ship is proficiently equipped for Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MCf4UdMxbP4S4t0o","name":"Scanner, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the radar scanner on your ship.

Your ship is expertly equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"MMrhnmG2blkL3e4M","name":"Cryogenic Capacitor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Cryogenic Capacitor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reserve power cells. Your ship is expertly equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MnhP8lE7GpYN93TA","name":"Tractor Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a tractor beam to a ship, which can be used to grasp and guide vessels and debris.

As an action, you can activate the tractor beam, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. Each ship within the firing arc must make a Strength saving throw (DC = 8 + ship tier + the ship's Strength modifier). On a failed save, a ship is tractored. As a bonus action, a player can move a tractored ship 100 feet in any direction. As an action, a pilot of a tractored ship can repeat the saving throw, ending the effect on a success.

The saving throws are made with advantage if the target is larger than you, and with disadvantage if smaller.

If you are attempting to tractor a ship larger than you, fail or success, you can choose to gain the tractored condition and move yourself instead.

You can end the tractor beam at any time (no action required).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NRUhbz7tNTZFfpeo","name":"Living Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite features separate rooms to house a number of civilians, crew members, or troopers, determined by the ship's size, as well as communal refresher stations (one for every four rooms). Each room comes fully furnished. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NdTB1pTCUV2Mrqy8","name":"Comms Package, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification augments the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same sector as you as long as they are similarly equipped.

Additionally, your ship is proficiently equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NhFPpQ8PHyA7d5Bf","name":"Vault","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a vault, which has a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. The vault is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The vault can be accessed with a DC 25 Intelligence (Security Kit) check. When the vault is accessed, an alarm sounds in the Bridge and Security Suite (if it exists). If a player rolls a 30 or higher on the Intelligence (Security Kit) check to unlock the vault, or has the key or code, the alarm can be bypassed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NmeTEWrdUDF7RVJx","name":"Turret Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Turret Hardpoint is a modification to a Fixed Hardpoint that grants an improved firing arc. The weapon attached to the chosen fixed hardpoint now has an unlimited firing arc in addition to its limited arc, as described in chapter 9. This hardpoint also installs a dedicated gunner station at or about the hardpoint. Attacks made utilizing the unlimited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"NsPNIyPJB6vNW4hi","name":"Threat Tracker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You equip your ship with a specialized defensive computer system. When you would make a Dexterity saving throw, you

can instead make a Wisdom saving throw. You can use this feature a number of times equal to your ship's

Wisdom modifier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"OGRw0vYpO6oiva5M","name":"Transmitters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OLL6PDMXsLlTnJek","name":"Armory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an amount of simple and martial blasters and vibroweapons, as well as light, medium, and heavy armor and shields, to outfit a force equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Additionally, it comes with a number of firing ranges to accommodate a number of troopers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ob7WgDyrwnPU62MQ","name":"Thrusters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Thrusters have reached it's maximum potential. Your ship's Dexterity score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OrlQHcI2E4VP7gqe","name":"Cryogenic Capacitor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install high-efficiency reserve power cells giving your ship the ability to better meet peak power demands. Your ship is proficiently equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"P2gZumGzDl0eQ3fy","name":"Storage Compartment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite increases the cargo capacity on your ship by its base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 55.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"P43GTMZJ97K6b8rk","name":"Invulnerability Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship is equipped with an experimental device which can render it immune to all damage. As an action, a crew member can activate the drive. Once activated, the drive lasts for 1d4 rounds, granting the following benefits:

  • Your ship is immune to all damage.
  • Your ship's flying speed is reduced by half.
  • Your ship's turning speed is doubled.

A crew member can end this effect at any time, no action required. When the effect ends, the crew member must make a Destruction saving throw. On a failure, the ship suffers 1 level of [System Damage](#System%20Damage).

Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"P7ykvfuXq6zCwRnQ","name":"Navcomputer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the navcomputer on your ship. Your ship is expertly equipped for Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"PAPCj7dsWyVBzwVo","name":"Buzz Droid Cloud","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may scatter a large number of Buzz Droids across space in a 200-foot radius sphere centered on a point within 1500 feet. These Buzz Droids tear apart the hull of any ship that encounters them. The area becomes difficult terrain for the duration. When a ship moves into or within the area, it takes 2d4 kinetic damage directly to the hull for every 50 feet it travels.

The Buzz Droids are nearly invisible in the darkness of space. Any creature or ship that can't see the area at the time the area is created must make a Wisdom (Scan) check (DC 15) to notice the Buzz Droids before entering the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship is refitted.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"PDqitTZ4C5dgB9Rr","name":"Explosive Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When a ship fails a saving throw against the chosen weapon and another ship is within 50 feet of it, the second ship must also make the saving throw. On a failed save, the second ship takes damage equal to your ship's Strength modifier. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"PI8IrRhoEIF7O3Zf","name":"Reactor, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"PbvGBsPYkv84OUKe","name":"Ship Slicer, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member may choose a Small or smaller ship you can see. The target must make an Intelligence (DC = 8 + prof. bonus + ship's charisma modifier) saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

\n

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Pd0sEF20lQlgBqB8","name":"Inertial Dampeners","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system lessens the transfer of external impacts into the ship's interior. When you are forced to make a Concentration check due to damage, impacts, or explosions exterior to the ship, you have advantage.

Additionally, when you take the Evade action, skill checks and attack rolls made by your ship or anyone on it do not suffer from disadvantage from the evasion. Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Peaahgd1s3Y5ZWE8","name":"Transmitters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Transmitters, at a cost. Your ship's Charisma score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"QZdhTsA8dH8d6hLv","name":"Ionizing Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals energy damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is ionized until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Ql4JV9fxBghEdHVn","name":"Full Salvo Protocol","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon Slave Array"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

Hardpoints having an additional limited or unlimited arc can now be fired remotely without suffering any disadvantage imposed by being remote from the dedicated gunner station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"R694gjJ1ItlMlHH3","name":"Data Core, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ROJWhxXIyZ7rAKXL","name":"Ship Slicer, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may upload a computer virus that stalls a ship. Roll 7d6; if the ship's remaining hull points are less than the total, the ship is stalled for one minute or until the ship takes damage,.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S2ZaGImPmkWRa7N6","name":"Shield Bleedthrough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship's reactor is overhauled to give temporary boosts to your ship's weapon batteries. When your ship hits another ship with a primary or secondary weapon attack while it still has shield points, a crew member can use their reaction to cause some of the damage to bleed through. The damage the ship's shields take is reduced by an amount equal to your ship's Strength modifier. The ship's hull then takes this much damage. This damage is of the same type as the weapon's damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S6hfOFjHoMMWbvT7","name":"Tibana Gas Projector, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member can shoot a thin sheet of flames from the ship. Each ship in a 150-foot cone must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier). A ship takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"SuW4JICEor44cFi3","name":"Reinforced Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You upgrade your ship's armor plating, granting your ship a total DR of 7.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","armor":{"type":"ssarmor","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"7"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false,"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":",,,","max":",,,","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","formula":",,,","save":{"ability":"","scaling":"power"},"chatFlavor":",,,","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.3crddHhQKCyvmcvH"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"TIakSCO93mkS3Yvs","name":"Power Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

As an action, a crew member may make a ship weapon attack with the power harpoon. The harpoon's range is 400/1600 ft. On a hit, the target is harpooned, connecting your ship to the target by a 1,600 foot cable.

At any time as a free action, if the connected objects are closer than 1600 feet, a crew member on your ship can choose whether the cable is slack or taught. When the cable is taught, any movement by one object away from the other, tows the other object. When the cable is taught, movement by the first object away from the other object is considered movement through difficult terrain if the first object is within one size category of the other object. An object two or more size categories smaller than the other object cannot move away from the other object when the cable is taught.

If the objects are 1600 feet apart, the cable is always taught.

While connected by the cable, a crew member can use a bonus action to reel, pulling your ship towards the target (if larger than your ship), or the target to-wards your ship (if the same size or smaller than your ship) by 200 feet. At any time, a crew member on your ship can release the cable (no action required).

As an action, a crew member of a harpooned ship can attempt to remove the harpoon. To do so, the ship must succeed on a Strength (boost) check contested by your Strength (boost) or Dexterity (maneuver) check.

Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"TfPhFlV7VEFe9W5Y","name":"Ship Slicer, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may cause a ship that you can see within 600 feet to succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or be incapacitated for up to a minute, until the ability ends. At the end of each of its turns, the ship can make another Intelligence saving throw. On a success, the power ends on the target.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Tt5GVwK05lU1s8C3","name":"Supercharger Station","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique stations equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a techcaster completes a long rest involving this suite, as long as they have their techcasting focus, they gain temporary tech points equal to their tech power maximum power level + their Intelligence modifier (minimum of one). When you would spend a tech point while you have temporary tech points, the temporary tech points are spent first. All temporary tech points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"UK3mMCtg63OMIr9s","name":"Advanced SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"SLAM"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship's SubLight Acceleration Motor (SLAM) has been enhanced, granting more utility. When a pilot takes the Fly action, the increase now equals twice your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 900 feet on its turn if you Fly. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 450 feet this turn if you Fly.

\n

This action still affects your entire ship: any skill check or attack roll made by your ship or anyone on it has disadvantage.

\n

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"V1eMLUl6MEKKT5SY","name":"Droid Brain, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's droid brain has reached its maximum potential. Your droid brain's proficiency bonus increases to 6. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VObTH7byKqPYLlrj","name":"Transmitters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VXhsESFxzTv0MP4b","name":"Absorptive Shielding","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an absorbtive capacitor to your shield generator, granting your shields resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"W4CCvtAAmx4OC21B","name":"Shock Absorbers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to withstand sudden impacts, and to be more effective at ramming. Your ship has resistance to kinetic damage caused by ramming.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"WPPoNVwcxaj6u9Bv","name":"Thrusters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WhUqAtiBqBrTQoh4","name":"Lightweight Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor; Lightweight Plating, MK II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You substantially upgrade your ship's armor plating, adding 50 feet to your speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WrOIpd3HGfhSclSX","name":"Central Computer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 5. Additionally, when your artificial intelligence takes the Interfere action, it has advantage on the Intelligence (Interfere) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Wzf1sZU4bcewRZwa","name":"Shocking Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals kinetic damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is shocked until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"XHkoaKBkRZpc6F88","name":"Improved Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Countermeasures"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification enhances your ship's countermeasures, allowing it to quickly clear lingering effects. As an action, a crew member can activate this feature, ending the blinded, ionized, shocked, stalled, and stunned conditions.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is expertly equipped for Wisdom saving throws. If it was already expertly equipped, the ship can now add half its Constitution modifier (rounded down) to its Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XOztlHGNYPona2Yp","name":"Navcomputer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a navcomputer slot on your ship and includes a basic navcomputer. Your ship is proficiently equipped for Intelligence (Astrogation) checks. A crew member can use their bonus action to make their Intelligence (Astrogation) check, rather than their action. Your ship can still only make one check per round.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"XUX3PVyQPsEQQZPp","name":"Interdiction Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

You install an interdiction drive on your ship, which can be activated to impede ships around it. As an action, a crew member can engage the interdiction drive. Each ship within 100 feet of your ship must make a Strength saving throw (DC = 8 + the crew members's proficiency bonus + the ship's Strength modifier). On a failed save, a ship's flying speed is reduced by 100 feet and its turning speed is increased by 50 feet until the end of your ship's next turn.

If a ship is two or more sizes larger than your ship, it has advantage on the saving throw. If it is two or more sizes smaller, it instead has disadvantage.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XivFNk2hYbVpJ2LJ","name":"Remote Override, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the system by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"XoI65gAyu88yeLfi","name":"Scanner, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the radar scanner on your ship. Your ship gains truesight out to 1,000 feet.

Your ship has advantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"YQUxNxj9A1P1FC2K","name":"Reactor, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YZlQuS4Urq5hqphv","name":"Data Core, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Data Core has reached it's maximum potential. Your ship's Intelligence score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YcqRq0GNxIugcbBX","name":"Deflection Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor; Deflection Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further upgrade your ship's armor plating, granting your ship a total DR of 4, but granting your ship disadvantage on Dexterity (Hide) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"4"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YvuhPSZZ746TD8Tg","name":"Droid Brain, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's droid brain. If your ship is Small or Medium, the number of actions it can take each turn increases:

  • Small: A Small ship can take a number of actions equal to half its proficiency bonus (rounded up).
  • Medium: A Medium ship can take a number of actions equal to its proficiency bonus.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YxKJZZqc4dGDFQhP","name":"Electromagnetic Scrambler, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may choose up to three ships that you can see within 300 feet to make Wisdom saving throws (DC = 8 + prof. bonus + ship's charisma modifier). The first time each turn a target that fails this saving throw makes an attack roll or a saving throw for up to a minute until the ability ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZQ9JukTVtBchjN8u","name":"Thrusters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's thrusters, at a cost. Your ship's Dexterity score increases by 1. One ability score other than Dexterity (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ZeCNLOuziz3UU1BI","name":"Feedback Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship's shield is enhanced to reflect damage to would-be attackers. As a reaction to the ship being hit with a primary or secondary weapon, a crew member can use their reaction to deal damage to the attacking ship. The damage depends on your ship's size: 1d4 for a Tiny ship, 1d6 for a Small ship, 1d8 for a Medium ship, 1d10 for a Large ship, 1d12 for a Huge ship, or 1d20 for a Gargantuan ship. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZiUbcHuemInKki4R","name":"Tibana Gas Projector, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can dump a load of tibana gas in a 100-foot cube within 600 feet. For the duration, it is difficult terrain.

When the gas appears, each ship in its area must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier) or become ionized. A ship that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

The gas is flammable. Any 50 foot square of the gas exposed to fire burns away in one round. Each ship that enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Zz8oodhXvn7l9XMu","name":"Communications Suppressor, Protoype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification improves the communications suppressor by adding a decrypter. Your crew has advantage on Intelligence checks to decrypt messages.

Additionally, your ship is expertly equipped for Charisma (Interfere) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aSXtsSxKtBbloWYx","name":"EMP Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a reusable EMP device to disable nearby electronics. As an action, a crew member can activate the device. Each ship, within 100 feet must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. You ship automatically fails the initial saving throw, but has advantage on subsequent saving throws against this effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aVFfSfkKueISUKQm","name":"Gauss Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you roll a 1 or 2 on a damage die with the chosen weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"aq3G0ttWFx2ifr5f","name":"Security Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a full base of security for your ship, including secured storage, a brig, and a compact armory.

\n
    \n
  • The secured storage can hold an amount equal to one-tenth the ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 79. The secured storage is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The secured storage can be accessed with a DC 20 Intelligence (Security Kit) check.
  • \n
  • The brig can host a number of prisoners equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
  • The armory comes equipped with an amount of simple blasters and vibroweapons, as well as light armor and shields, to outfit a force equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"bXKJ23YuPt7XJwZO","name":"Weapon Slave Array","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger; Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A weapon slave array is attached to a hardpoint and used to fire the weapon from the cockpit or other crew station rather than from a dedicated gunner station at the hardpoint. A crew member deployed remote from a dedicated gunner station can now fire this weapon and utilize the additional limited or unlimited arc at disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"bjjdkfw6xZwD4A8V","name":"Remote Control Console","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes the proper equipment necessary for a crew member to take remote control of another ship from the safety of their own ship. A number of crew members can be deployed at a time in remote ships from this suite equal to one quarter of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The distance at which this suite can connect to remote ships is limited by the communications of the ship this suite is installed in.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"cKIMaA2tK6a2eWRT","name":"Kennel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house beasts. When making Animal Handling checks on your ship, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, this suite can house a number of medium beasts equal to half of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house beasts of other sizes. A Huge beast takes up the space of two Large beasts, which in turn takes up the place of two Medium beasts, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"dAHe6Wmk5LYFyvd7","name":"Remote Override, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

Your starship's maximum crew requirement becomes 3, and can support 3 remote controllers.

Additionally, your ship can be remotely controlled from anywhere in the sector by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dJcTZQo0ys42giYo","name":"Damage Control System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You install a damage control system on your ship. A crew member can take the Patch action as a bonus action. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is proficiently equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dUwolCVDYga5Koy4","name":"Pinpointing Addition, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Secondary weapon; Pinpointing Addition"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

The weapon's close range returns to its normal close range.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"dg2Jxd2PMPr37HKc","name":"Nano-Droid Distributor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a nano-droid distributor that allows it to repair other ships. When a crew member takes the Patch action, they can instead repair another ship within 100 feet. You spend and roll one of your ship's Hull Dice, and the target ship regains that many hull points.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dwWN5V6gFD8OGgXg","name":"Lightweight Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor; Lightweight Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further upgrade your ship's armor plating, granting your ship an additional +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dzdPTs2HjnIGhyZa","name":"Transmitters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"e1RSrGCk8bkEWrba","name":"Extra Fuel Tank","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This tank adds fuel capacity to your ship equal to half of your ship's normal fuel capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eUkpKJUFgjXjDP8z","name":"Transmitters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eWCtdkMu6zUHxqSU","name":"Investigation Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes an integrated disguise kit, forgery kit, security kit, and slicer's kit. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you have advantage on ability checks you make with them. If you already have advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"f1n93igQVbL7dBYB","name":"Reactive Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive layer to your ship's hull granting your hull resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fAILDHuTbkVlWrdj","name":"Central Computer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 3. Additionally, your ship can now take reactions granted by modifications and can take the attack action with ship weapons. It is still limited to one action per turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fDSBIOgEC1JyY3T3","name":"Medbay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with first aid supplies to support a number of civilians, crew members, or troopers, determined by the ship's size.

Additionally, this suite comes equipped as follows, depending on the ship's size:

  • Small: One biobed.
  • Medium: Two biobeds.
  • Large: 10 biobeds and four bacta tanks.
  • Huge: 100 biobeds and 40 bacta tanks.
  • Gargantuan: 100 biobeds and 400 bacta tanks.

For every one hour spent in a bacta tank or biobed, a creature's exhaustion level is reduced by 1, and it can roll a Hit Die to recovery hit points without expending the die.

Additionally, if a creature has been dead for less than 1 hour before being put in a bacta tank. It can be revitalized over a 6-hour period. At the end of the 6 hours, the creature recovers 1 hit point, all mortal wounds close, and the creature can now recover hit points and reduce exhaustion as described above. The revitalized creature takes a -4 penalty to all ability checks, attack rolls, and saving throws. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. This feature has no effect on droids or constructs. Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"fXJYhMhNL172I2O3","name":"Droid Brain, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a droid brain that can singularly control your starship. Your starship's maximum and minimum crew requirement become 0, and your starship cannot benefit from features that would increase or decrease it's crew capacity. The droid brain controls all aspects of the ship, instead. The droid brain has a proficiency bonus of +2, and proficiency in Piloting. In combat, the droid brain rolls its own initiative, to which it gains no bonus.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fhO6bF8DimzM82zw","name":"Broadside Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Two Fixed Hardpoints"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Broadside Hardpoint is a modification to two Fixed Hardpoints that grants an additional limited firing arc to each hardpoint, as described in chapter 9. The hardpoints must share at least 1 limited firing arc, and the two firing arcs of a hardpoint need not be adjacent. This modification installs a dedicated gunner station for each hardpoint. Attacks made utilizing the additional limited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"fhhLlK8C69jhniTv","name":"Lightweight Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You upgrade your ship's armor plating, granting your ship a +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fz4RoQpPk4NVhkmE","name":"Remote Override, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

The ship no longer suffers from disadvantage on attack rolls and ability checks while being remote controlled.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"gcvyxsQxEGtAB4zO","name":"Navcomputer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark IV"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the navcomputer on your ship. You have a +3 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"gwH143Rt48TqS1Ps","name":"Fixed Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A fixed hardpoint is used to mount a primary, secondary, tertiary, or quaternary weapon. A weapon mounted on a fixed hardpoint has a limited firing arc, as described in chapter 9 and can be fired from any crew station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"h101yxfjp2NrczM1","name":"Droid Brain, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's droid brain. Your droid brain's proficiency bonus increases to 3. Additionally, your ship's droid brain has advantage on initiative rolls.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hKC1MALcSPXqzPqD","name":"Droid Brain, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's droid brain. Your droid brain's proficiency bonus increases to 4. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hU3DRksAgX1IrnKs","name":"Shocking Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Boarding Harpoon"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

Your ship's harpoon has been modified, allowing it to conduct bursts of energy into the harpooned ship. A harpooned ship has disadvantage on the contested Strength (Boost) check to remove the harpoon. Additionally, as an action on each of their turns, a crew member can deal pulse damage to a harpooned ship. The damage is equal to one of your ship's Shield Dice + your ship's Strength modifier.

Finally, when your ship makes a Strength (Ram) check, it can reroll one of the dice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"i2Z1B7bX7xrJIBqC","name":"Frame, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"i3g2QxJpw5Xs7iQH","name":"Carbonite Launcher, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member may cause a wave of cold energy to spread out from your ship. Each ship in a 150-foot cone must make a Constitution saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"iBW7FadgLhaKsULk","name":"Interrogation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes all of the necessary implements and apparatuses necessary to interrogate, or even torture, a number of prisoners equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When interrogating a prisoner, the interrogator has advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. If they spend at least an hour interrogating a prisoner, the prisoner has disadvantage on Charisma (Deception) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"iEUuuidd0RIfUJW7","name":"Resilient Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's reactor to make it more adaptive. Your ship is proficiently equipped for Strength saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"j9KSLPXEb3Htpddi","name":"Boarding Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Hardened Prow"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship has been further modified with a massive grappling harpoon, through which creatures can pass. Your ship is expertly equipped for Strength (Ram) checks.

Additionally, when a deployed pilot takes the Ram action, on a hit, they become harpooned. While harpooned, the target ship's flying speed is reduced to 0, and your ship's flying speed is reduced by half. Your ship's pilot can release the harpooned ship at any time (no action required). The harpooned ship is automatically released if your ship becomes disabled, or if it is forcefully moved more than 100 feet away from your ship.

Removing the Harpoon. A harpooned ship's pilot can use its action to make a contested Strength (Boost) check, ending the effect on a success.

Moving a Harpooned Ship. When your ship moves, it can drag the harpooned ship with it, unless the ship is larger than your ship.

Boarding a Harpooned Ship. While the ship is harpooned, up to six creatures of Medium size or smaller can move through the gap onto the harpooned ship each round.

Recovering the Harpoon. Recovering and reinstalling the harpoon takes 1 minute.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jCpnhkKLfpX13kAC","name":"Emergency Generator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an emergency generator to recharge shields. When your ship is reduced to 0 shield points but not destroyed outright, a crew member can use their reaction to have it drop to 1 shield point instead. Alternatively, if the ship has 0 shield points, a crew member can use their action to restore shield points equal to twice the ship's strength modifier.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jTvNNZNqdEmLekSq","name":"Escape Pods, Hyperspace Capable","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"2"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with a Class 15 hyperdrive, emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"jvzh9IjanOFusy2c","name":"Remote Override, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a remote override that can allow your ship to be controlled from afar, provided the controller has access to a console and transmitter to control the ship from. If proper credentials are not supplied, a successful Intelligence (Slicer Kit) check (DC = 10 + the ship's Tier + the ship's Intelligence Modifier) is required to control the ship. If the ship is currently controlled by another party, the check is made with disadvantage.

Your ship's maximum and minimum crew requirement become 1: the remote controller. Your starship cannot benefit from features that would increase or decrease its crew capacity. The controller instead controls all aspects of the ship, as if they were deployed inside of it.

The starship has disadvantage on attack rolls and ability checks while being remote controlled.

This ship can be controlled remotely from a distance of 10,000 feet.

Lastly, if an effect would suppress communications for the ship, it cannot be controlled remotely for the duration of that suppression.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"jyn2IjSbKTdqcTCI","name":"Droid Brain, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's droid brain. Your droid brain's proficiency bonus increases to 5. Additionally, your droid brain has expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"k81N2qizzLdaHCk1","name":"Shield Disruptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a shield disruptor to a ship, which is used to interfere with another ship's shield. As an action, a crew member can activate the shield disruptor and choose a ship they can see within 1,000 feet. You make a Charisma (Interfere) check contested by the target's Constitution (Regulate) check. On a failed save, the ship's shield capacity and shield regeneration rate are reduced by half for 1 minute. If the ship's current shield points would exceed the new shield capacity, they are reduced accordingly. At the start of each of the target ship's turns, a crew member can use an action to repeat the saving throw, ending the effect on a success.

If a ship is targeted by a larger ship, it has disadvantage on the saving throw. If targeted by a smaller ship, it instead has advantage.

You can end the shield disruptor at any time (no action required).

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kIOJxbUqrfJiCzNS","name":"Carbonite Launcher, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may cause an explosion of cold energy to erupt from a point it chooses within 900 feet. Each ship in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a ship takes half as much damage and isn't slowed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"kUnEuzg9el3MrYTa","name":"Electronic Baffle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

When your ship would become ionized, shocked, or stunned, a crew member can use their reaction to roll one hull die and suffer damage to the hull equal to the amount rolled in order to ignore the triggering condition.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kgaz4R1WWw26K7Fp","name":"Sensor Array, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Sensor Array, at a cost. Your ship's Wisdom score increases by 1. One ability score other than Wisdom (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"lSTrb5mm1Cx0ZWsD","name":"Meditation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique chambers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a forcecaster completes a long rest involving this suite, they gain temporary force points equal to their force power maximum power level + their Wisdom or Charisma modifier (their choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"letwasbz0VTIpY0Q","name":"S-Foils","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller; Primary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

Your primary weapons are mounted to Strike Foils giving your ship variable operational capacities. As a bonus action, a crew member can switch between two modes:

  • Locked: Your ship's speed increases by 50 feet and your primary weapons suffer a -2 penalty to attack rolls.
  • Unlocked: Your ship's primary weapons gain a +1 bonus to attack rolls.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"lySy74aLvIk7kWOl","name":"Data Core, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"mPnPvv3tTyQimg0h","name":"Automated Protocols","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Damage Control System"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

You upgrade your damage control system. A crew member can take the Patch action as a reaction. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting. Additionally, you can add your ship's intelligence modifier (minimum of +1) to whenever you roll hull dice to regain hull points.

Finally, your ship is expertly equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"nIEXgLLWL2AfL1la","name":"Mess Hall","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a combined kitchen and dining area, complete with a chef's kit, that can accommodate a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing this tool, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, when a creature completes a long rest involving this suite, they regain two additional Hit Dice and have advantage on Constitution saving throws against disease for the next 24 hours.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nS8gTHr1doVZmxQr","name":"Anti-Boarding System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

An anti-boarding system is a robust series of blast doors, cameras, and hidden turrets, reinforcing each portal throughout the ship, as well as directly outside each ship entrance. These features are controllable from the cockpit or in the Security Suite (if it exists) by a crew member. The anti-boarding system comes with its own power backup in case of main system failure.

The reinforced doors can be bypassed with a DC 20 Intelligence (Security Kit) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nZQyYQjEiDbxX8B0","name":"Reactor, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nj0NPearMzvUqECS","name":"Command Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite creates a separate command center designed to give a comprehensive view of the area surrounding the ship. When a crew member deployed in a command center takes the Direct action, they can target an additional ally. This ability can only be used once per ship turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nuBAQSZYIuLODy5J","name":"Communications Suppressor, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the suppressor on your ship. When a crew member attempts to decrypt a message, they have advantage on the roll.

Additionally, when a crew member attempts to suppress or decrypt, if they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oDCfrWVKXWD9lkvp","name":"Pinpointing Addition","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The ranges of the chosen weapon of your choice increase by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"oQB0u4Zab08z5qtI","name":"Cloaking Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Active Camouflage"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This system massively improves the stealth mode function on your ship, becoming a true cloaking device. While active, your ship is invisible. Additionally, when your ship makes a Dexterity (Hide) check while your cloaking device is active, it has advantage on the roll. If your ship already has advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oUbIRZMJ8bh9BRcz","name":"Navcomputer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark II"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification further improves the navcomputer on your ship. You have a +1 bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oad5WuVDQ205kNzL","name":"Thrusters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"oie2WIjNeQ48HydG","name":"Communications Suppressor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a device designed to suppress the communications of a planet, space station, or starship within 1 mile of your ship. As an action, a crew member can attempt suppress the target's communications by forcing them to succeed at a Wisdom saving throw (DC equal to 8 + your Charisma (Interfere) bonus). On a failure, the target's communications are suppressed, preventing any communication to or from external sources. On a success, they become immune to this feature for one day.

Additionally, your ship is proficiently equipped for Charisma (Interfere) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"p0VcVSyegCgoXOjE","name":"Carbonite Launcher, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, your ship can create a cloud of icy fog in a 200-foot-radius sphere centered on a point within 1200 feet. The sphere extends around objects, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each ship that enters the area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for one minute or until it's dispersed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p5aubs14a9d4AsLz","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a series of countermeasures to the ship, granting it a more active approach to ward off effects. Once per round, when your ship is forced to make a saving throw against an effect that would cause it to be blinded, ionized, shocked, stalled, or stunned, a crew member can use their reaction to add the ship's Wisdom modifier to the roll (minimum of +1).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p7gji5QWLzqJujYU","name":"Comms Package, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships anywhere in the known galaxy as long as they are similarly equipped.

Additionally, crew members have advantage on checks to encrypt a message. If they already have advantage on the roll, they can instead reroll one of the dice once.

Finally, your ship has advantage on Charisma (Broadcast) checks. If they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"pAOSDIs0SUM6BFgT","name":"Reactor, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's reactor, at a cost. Your ship's Strength score increases by 1. One ability score other than Strength (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pGoY2bfqHabcJTBS","name":"Carbonite Launcher, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member may generate an explosion of cryogenic energy in a 600-foot-radius sphere centered on a point you can see within 2500 feet. Each ship in the affected area must make a Constitution saving throw (DC = 8 + prof. bonus + ship's iwisdom modifier). On a failed save, the ship takes 8d6 + 20 cold damage and is stunned for 1 minute as it is encased in carbonite. On a successful save, the ship takes half damage and is stunned until the end of its next turn.

As an action, a crew member of a stunned ship can make a Strength check (DC = 8 + prof. bonus + ship's wisdom modifier), ending this effect on itself on a success.

A ship reduced to 0 hit points by this power explodes instantly, as its hull shatters into frozen chunks.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"pLkrFwwonWuFCJJa","name":"Improved Emergency Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system augments your ship's primary system emergency backup. This back up can now continue running the starship, provided there is adequate fuel, for 7 days.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pUdVRdx2nT7leViB","name":"Sensor Array, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"q8LMmCHW0V19SgRS","name":"Super-Heavy Ion Cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a weapon designed to disable enemy ships without damaging them through use of a specialized ion cannon that delivers a powerful electromagnetic burst. A crew member can fire the super-heavy ion cannon at a target as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. The target must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can repeat the saving throw, ending the effect on a success.

If a ship is targeted by a ship two or more sizes larger than them, it has disadvantage on the initial saving throw. If targeted by a ship two or more sizes smaller, it instead has advantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"qDyDybnuwfGynFfm","name":"Stunning Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals ion damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon, or when the target ship rolls a 1 on the saving throw to avoid the weapon's effects, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is stunned until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qLI4jRg1OGqonGRN","name":"Tributary Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger "},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"3"},"description":{"value":"

This modification upgrades the Super-Heavy Turbolaser Battery, Capital Railgun, or Superweapon on your starship. The weapon deals an additional 1d10 damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qtPyFj6l26QTFlwF","name":"Docking Bay, Rapid Launch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger; Docking Bay"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite has space for all of the necessary equipment to launch and house other starships. The amount it can house varies depending on the ship's size.

  • Large: A Large rapid launch bay can house five small ships.
  • Huge: A Huge rapid launch bay can house five Medium ships.
  • Gargantuan: A Gargantuan rapid launch bay can house five Large ships.

Alternatively, this suite can house multiple ships of smaller size. A Large ship takes up the space of 10 Medium ships, which in turn takes up the place of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

A pilot present in their ship can launch their ship from the rapid launch bay as an action. A launched ship cannot be received by a rapid launch bay, and must instead be received in a docking bay of the same ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"rgFrD37Cvf9tXTDQ","name":"Central Computer, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a central computer, complete with artificial intelligence, in your ship. Your ship gains the ability to take one action of its own on it's turn. It can take any action granted by a modification. The artificial intelligence has a proficiency bonus of +2.

Additionally, your ship is proficiently equipped for Intelligence (Data) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"sPNXoBRLtrK5cc1w","name":"Deflection Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You upgrade your ship's armor plating, granting your ship a +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"slKTOnbHt9rjfZVF","name":"Fuel Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This large fuel tank is able to store additional fuel portions in your starship. The tank stores fuel units equal to 5 times your ship's normal fuel capacity. These units can be used to fuel your own starship, or they can be transfered to other ships.

Fuel can be transferred to ships of other size. A Gargantuan fuel unit takes up the space of 10 Huge units, which in turn takes up the space of 10 Large units, which takes the space of 10 Medium units. One Medium ship takes up the space of two Small units, which in turn takes up the space of two Tiny units.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"toZifUoYqJsUgs2X","name":"Electromagnetic Scrambler, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

You emit an electromagnetic pulse, potentially shutting down all ships besides your own within 1200 feet. Ships within range must succeed on a Wisdom (DC = 8 + prof. bonus + ship's charisma modifier) or become disabled up to a minute or until the power ends.

A crew member must use it's bonus action to maintain this ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"u9B24muWWZbYnFVE","name":"Slave Pens","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, equipped with both a key and a code lock, that can house a number of prisoners equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Slave pen doors are magnetically sealed to prevent them opening in the event of power failure. When a creature completes a long rest involving this suite, their exhaustion level is not reduced. Additionally, for each week spent in this suite, creatures suffer 1 level of exhaustion.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uNkf0DvWDCBoCAj1","name":"Transportation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, or series of rooms, typically located near the cockpit, featuring a number of seats and individual storage, as well as communal refresher stations (one for every 16 seats), to transport a number of civilians, crew members, or troopers equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uhD1S3jZnDgDWGqw","name":"Ship Slicer, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member can choose one ship you can see within 600 feet and attempt to remotely override its controls. The target must make an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or ships that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the ship is charmed by you for the duration.

While the ship is charmed, you have a wireless link with it as long as the two of you are within the same system. Via your ship, you can use this link to issue commands to the ship while you are conscious (using a bonus action), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that ship,' 'Move over there,' or 'Fly casual.' If the ship completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the ship takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the ship to use a reaction, but this requires you to use your own reaction as well. For every action, bonus action, or reaction you make the ship use, you must spend an equivalent action.

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vK0tGQB0RVp5I19z","name":"Remote Override, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the known galaxy by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vjfblL7yeZCzZeWp","name":"Electromagnetic Scrambler, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

You choose one ship you can see within 1200 feet and scramble its ability to differentiate targets. The target must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all ships it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vqejyZ4GstpgXZie","name":"Deflection Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor; Deflection Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You substantially upgrade your ship's armor plating, removing your ship's disadvantage on Dexterity (Hide) checks caused by your armor's plating.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vzxTSX239SWuOy2A","name":"Electromagnetic Scrambler, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can cause a ship you can see within 300 feet to become shrouded with electronic interference and holographic illusions. The target must succeed on a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier), or it takes 1d6 lightning damage and moves 50 feet in a random direction if it can move and its speed is at least 50 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"wSPtKKS4IycBAred","name":"Barracks","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring a number of beds and individual storage, as well as communal refresher stations (one for every eight beds), to house a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"wq4a59Gtv1AkDjHq","name":"Gravity Well Projector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is modified with a gravity well projector that prevents ships from jumping to hyperspace, and even pulls ships from hyperspace, through use of an interdiction field. A crew member can activate or deactivate the gravity well projector as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. While active, this ship and ships of the same size or smaller that enter or start their turn within the gravity well projector's firing arc can't activate their hyperdrives.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"y14WuCAFzY9lFJNq","name":"Hardened Prow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to to be more effective at ramming. When a deployed pilot takes the Ram action, and the target fails the saving throw, the damage dealt is increased by an amount equal to two of your ship's Hull Dice.

Additionally, your ship is proficiently equipped for Strength (Ram) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"y7g0XxKnxDFpi5oa","name":"Workshop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a number of crafting stations that can accomodate up to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The crafting stations are equipped with each set of artisan's tools integrated. While crafting at the crafting station, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while crafting at a crafting station, the total market value you can craft per day increases by an amount of credits equal to 5 x your character level. If you add double your proficiency bonus to checks you make with them, the market value increases by 10 x your character level.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"yFYZPDFifO8qaPZU","name":"Surge Protector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You augment your ship's preventative measures in order to mitigate damage to its systems. When refitting is conducted on your ship, its [System Damage](#System%20Damage) level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yJAVDLFmZxxQWKJr","name":"Expanded Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The reload value of the chosen weapon increases by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"ySGqfdHlfEjNJRqm","name":"Thrusters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yh8IEDYYTpfNDjan","name":"Flight Computer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system allows one crew member to take the Fly, Evade, or Regenerate Shield action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"ykVyFNPfXA0BsOIM","name":"Droid Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring tightly-packed racks suitable for storing and housing a number of Medium droids equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"z6dpj9B2yJRZe6tD","name":"Stealth Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a stealth device to your ship. This device effectively counteracts or negates the use of scanners, both for and against your ship. A crew member can activate or deactivate a stealth mode as an action. While active, your ship has advantage on Dexterty (Hide) checks that rely on scanners, but your ship has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

Additionally, if you try to enter hyperspace while the cloaking device is active, you must roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table on page 76.

Finally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"zwMwgi8Ea13EY0uB","name":"Direct Controller","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

You have installed a dedicated gunner station at or about the hardpoint. A crew member deployed at this station can use their Dexterity modifier instead of the ship's Wisdom modifier for the attack rolls or save DCs of the chosen weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} diff --git a/packs/packs/starshipweapons.db b/packs/packs/starshipweapons.db new file mode 100644 index 00000000..e3c2f23b --- /dev/null +++ b/packs/packs/starshipweapons.db @@ -0,0 +1,89 @@ +{"_id":"0MT7KylGglybwBbB","name":"Plasburst laser cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 600/2400), burst 12, overheat 12","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":600,"long":2400,"units":"ft"},"uses":{"value":12,"max":"12","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary 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When a bomblet detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] energy damage on a failed save, or half as much on a successful one.

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150 (300) lb

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(Range 200/800), explosive, vicious 1

\n

95 (190) lb

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10d4 (20d4) kinetic

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30 (60) lb

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When a glop bomb detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). On a failed save, a ship is blinded for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

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(Range 1200/4800), special

\n

50 (100) lb

\n

On a failed saving throw, the missile latches an S-thread tracer onto the target. When making an Intelligence (Probe) check to detect the S-threaded ship's hyperspace travel, its angle of departure can be detected on a roll of 15 instead of 25.

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(Range 600/2400), special

\n

85 (170) lb

\n

On a failed saving throw, the missile deploys pistoeka sabotage or \"buzz\" droids on the target. At the end of each of the target ship's turns, the target ship gains one level of system damage. As an action on each of their turns, a crew member can have the ship attempt their choice of a dexterity or constitution saving throw (DC 15), ending the effect on a success.

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32 (65) lb

\n

When a proton bomb detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 4d10 [8d10] energy damage on a failed save, or half as much on a successful one.

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30 (60) lb

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When a seismic charge detonates, each ship within 150 [300] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] kinetic damage on a failed save, or half as much on a successful one.

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Rather than exploding on contact, proximity mines detonate any time a ship comes within range of it. When a proximity mine detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 2d10 [4d10] fire damage on a failed save, or half as much on a successful one.

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25 (50) lb

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Upon detonation, a conner net deploys on the target, which must make a Constitution saving throw (DC 15). On a failed save, the ship is stunned for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success.

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\n

3d6 (6d6) kinetic

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":25,"price":250,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":600,"long":2400,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":true,"bur":true,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":true,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":true,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":true,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.skpLf3TF6nJFeb7b"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"wof5RrYSYgegNUCW","name":"EMP Bomb","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

45 (90) lb

\n

When an EMP bomb detonates, each ship within 150 [300] feet must make a Constitution saving throw (DC 15). On a failed save, a ship is stunned for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success.

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":45,"price":900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"!","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.6Bzkcfig9TaMp3lV"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"xXOjPQ3dWrpelOMO","name":"Ion Pulse Missile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

(Range 1000/4000), ionizing

\n

70 (140) lb

\n

2d10 (4d10) ion

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":70,"price":700,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":1000,"long":4000,"units":"ft"},"uses":{"value":1,"max":"!","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d10","ion"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":true,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.2MMSbsx1SjNCyoeW"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"xx0sUZBtNm8bO8vb","name":"Torpedo launcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Ammunition reload 4","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":null,"critical":null,"damage":{"parts":[["0d0 + @mod",""]],"versatile":""},"formula":null,"save":null,"armor":null,"hp":null,"weaponType":"tertiary (starship)","weaponSize":"Small","properties":{"amm":true,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":true,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"zlDaujHDxGcLggMw","name":"Thermite cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 1200/4800), constitution 17, melt, overheat 2","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6300,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":1200,"long":4800,"units":"ft"},"uses":{"value":2,"max":"2","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":true,"mig":false,"ovr":true,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} diff --git a/packs/packs/techpowers.db b/packs/packs/techpowers.db index bc93a4d2..aab4a3c4 100644 --- a/packs/packs/techpowers.db +++ b/packs/packs/techpowers.db @@ -20,6 +20,7 @@ {"_id":"6iIYMjmyWE2wqgzf","name":"Carbonite","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp"} {"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} {"_id":"73W8rKPEbN60y7L2","name":"Defibrillate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp"} +{"name":"Tri-Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Choose up to three creatures within range, none of whom can be more than 10 feet apart. If you choose three creatures, each target must succeed on a Dexterity saving throw or take 1d4 energy damage. If you choose two creatures, each target takes 1d6 energy damage on a failed save instead. If you choose only one creature, the target takes 1d8 energy damage on a failed save.

\n

This power's damage increases by one die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice).

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.Tjrr6QDVOaLdRHZO"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tri-Shot.webp","effects":[],"_id":"782klgZPJ4zjZX4E"} {"_id":"7Twjeo1X2oUP9IZo","name":"Elemental Accelerant","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp"} {"_id":"7khirDTQvs7rtLbW","name":"Copy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Copy.webp"} {"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} @@ -60,6 +61,8 @@ {"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} {"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} {"_id":"LKTlPR7noRV7VzLN","name":"Autonomous Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one Tiny, unenhanced object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and gains little arms and legs, becoming a creature under your control until the power ends or the creature drops to 0 hit points. See the stat block for its statistics.

\n

As a bonus action, you can nonverbally command the creature if it is within 120 feet of you. (If you control multiple creatures with this power, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a code cylinder, stand watch, or stack some small objects. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

\n

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

\n

The creature is considered a valid target for the tracker droid interface power.

\n
\n
\n

Servant

\n

Tiny construct, unaligned

\n
\n
    \n
  • Armor Class 15 (natural armor)
  • \n
  • Hit Points 10 (4d4)
  • \n
  • Speed 30 feet, climb 30 feet
  • \n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
4 (-3)16 (+3)10 (+0)2 (-4)10 (+0)1 (-5)
\n
\n
    \n
  • Damage Vulnerabilities ion
  • \n
  • Damage Resistances necrotic, poison, psychic
  • \n
  • Condition Immunities charmed, deafened, exhaustion, poisoned
  • \n
  • Senses blindsight 60 feet (blind beyond this radius), passive Perception 10
  • \n
  • Languages
  • \n
\n
\n

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Actions

\n

Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit 5 (1d4 + 3) kinetic damage.

\n
\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AutonomousServant.webp"} +{"_id":"LWGMIHAdPERI4Qbp","name":"Cryogenic Blow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

The next time you hit a creature with a weapon attack during this power’s duration, the attack deals an extra 1d6 cold damage to the target. The target must make a Strength saving throw. On a failed save, it gains a level of slowed for the duration. At the start of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

\n

Overcharge Tech. If you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":1,"condition":"you hit a creature with a weapon attack during this power’s duration"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.Iil9E6pRxn75XCVv"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cryogenic%20Blow.webp","effects":[]} +{"_id":"LrztI02yd7vAO9OY","name":"Spectrum Discharge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting it an elemental charge. Choose acid, cold, fire, lightning, poison or sonic. A creature can use an action to expel energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.zxj6YCQx5UKc5yce"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spectrum Discharge.webp","effects":[]} {"_id":"M2G8hb5ubWzC2ofU","name":"Flaming Shots","permission":{"default":0},"type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp"} {"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} {"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} @@ -114,9 +117,11 @@ {"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} {"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} {"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} +{"_id":"XvdbRqDEy1fr9oIc","name":"Stinger","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You fire a stinging dart at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d8 poison damage, and if the target is a humanoid or beast, it can't regain hit points until the start of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"core":{"sourceId":"Item.qdJAsYVnwGcX18Cm"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stinger.webp","effects":[]} {"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} {"_id":"YMMEHilPkH2NTrFI","name":"Carbonite Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp"} {"_id":"YP3RHcb3X5tj6tIS","name":"Enhance Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid or construct and upgrade one of its aspects. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Servomotor. The target has advantage on Strength checks, and its carrying capacity doubles.
  • \n
  • Motivator. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • \n
  • Power Core. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Databanks. The target has advantage on Intelligence checks.
  • \n
  • Sensors. The target has advantage on Wisdom checks.
  • \n
  • Relations Protocols. The target has advantage on Charisma checks.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceDroid.webp"} +{"_id":"YYzAcgLkbrxw3LmF","name":"Itemize","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you've handled in the past; you can't, for example, use itemize to find out how many BKGs are nearby if you've never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many meilooruns are nearby, for example, but not how much fruit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"Item/s targeted must be reasonably specific and handled by the techcaster in the past."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.hnRKln0T9w7Muz7Z"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Itemize.webp","effects":[]} {"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} {"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} {"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} @@ -128,9 +133,10 @@ {"_id":"Zk697eWSqME5gpkF","name":"Condense/Vaporize","permission":{"default":0},"type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp"} {"_id":"a4nZ05eHgTXZo4TU","name":"Cage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp"} {"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} +{"name":"Aid Droid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Choose one droid or construct that you can see within range. The target can immediately use its reaction to regain hit points equal to 1d6 + your techcasting ability modifier.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+@abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.xI9OeBQggss4H0AI"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Aid%20Droid.webp","effects":[],"_id":"aW2gm0t0dNq2YMcm"} {"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} {"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} -{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp"} +{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]} {"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} {"_id":"c7vvcY0lZDii7SOI","name":"Energy Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp"} {"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} @@ -161,12 +167,14 @@ {"_id":"iIB2uiS4UZM0Ylvf","name":"Carbon Fog","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp"} {"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} {"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} +{"_id":"jAfRqgdui5Bv27kY","name":"Fabricate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from bantha hide.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.

\n

Creatures or enhanced items can't be created by this power. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tool used to craft such objects.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.oGF3jzR2zrjXyzBc"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Fabricate.webp","effects":[]} {"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} {"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} -{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp"} +{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp","effects":[]} {"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} {"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} {"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} +{"_id":"nGsHnixLynhIYIOP","name":"Squad Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for the duration.

\n

Any tech power (or force power that deals energy or lightning damage) of 7th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Furthermore, hazards of the following types cannot physically pass through the barrier or affect anything within it

\n
    \n
  • Physical or energy projectiles.
  • \n
  • A specific effect such as a thermal detonator's explosion.
  • \n
  • An environmental danger, such as falling rocks or a lava flow.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th. In addition, the barrier blocks powers of one level higher for each slot level above 7th.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":1,"condition":"which you take in response to an incoming attack"},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"10 feet (radius)"}},"flags":{"core":{"sourceId":"Item.Z8XeuHvbE5I21GtD"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Squad Shield.webp","effects":[]} {"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} {"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} {"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} @@ -184,6 +192,7 @@ {"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} {"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} {"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} +{"name":"Alter Self","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You alter your form with tech. When you cast the power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.

\n

Aquatic Adaptation. You adapt your body to an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed.

\n

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species (an organic species cannot appear as a droid, or vice versa), though none of your statistics change. You can also alter your vocal cords, enabling you to speak a language you know, but otherwise would be incapable of speaking. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this power to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.

\n

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your damage die for your unarmed strikes increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Your unarmed strikes are considered enhanced and you have a +1 bonus to attack and damage rolls with them.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.lGXbhhtTzcGCZQ9b"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alter%20Self.webp","effects":[],"_id":"uuxkihWcbMdubsLx"} {"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} {"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} {"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} @@ -191,6 +200,7 @@ {"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} {"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} {"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} +{"name":"Mutate/Augment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You alter your body with tech, temporarily gaining new properties which last for the duration. You can select three of the following properties. You cannot select a property more than once, unless that property says otherwise.

\n
    \n
  • Your body becomes more flexible. You have advantage on ability checks and saving throws against effects that would grapple or restrain you, and your movement is unaffected by difficult terrain or squeezing.
  • \n
  • You grow one additional appendage. This appendage serves as an arm and a hand, though it can take the shape of a limb, tentacle, or similar appendage. You can select this property twice to grow a maximum number of two appendages. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).
  • \n
  • You sprout antennae that give you tremorsense out to a range of 30 feet.
  • \n
  • You extend the length of your limbs. When you make a melee attack or attempt to grapple, shove, or trip a creature on your turn, your reach for it is 5 feet greater than normal.
  • \n
  • You gain a burrowing speed equal to your walking speed.
  • \n
  • Your flesh hardens. Your AC can't be less than 16, regardless of what kind of armor you're wearing.
  • \n
  • You can gain the benefits of any one option of the alter self power. You can select this property multiple times to gain the benefits of multiple options of the alter self power, choosing a different option each time.
  • \n
  • You gain the effect of the magnetic hold power, but you can affix to and move along any surface, instead of only metallic surfaces. You have a climbing speed equal to your walking speed.
  • \n
  • You can gain any one effect of the force enlightenment power.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can select an additional property for each slot level above 3rd.

","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.pY0NUf5jwDrhhiz9"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mutate-Augment.webp","effects":[],"_id":"xoeFnjZ62vkY6ygA"} {"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} {"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} {"_id":"yBnreezRaiZpukCB","name":"Detect Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp"} diff --git a/packs/packs/ventures.db b/packs/packs/ventures.db new file mode 100644 index 00000000..d753c3f7 --- /dev/null +++ b/packs/packs/ventures.db @@ -0,0 +1,61 @@ +{"_id":"0scqI7Y5e2VsEjgU","name":"Legendary Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Master Spacecasting venture

When casting a force or tech power while aboard your ship and in space that affects an area, the area's dimensions are instead multiplied by 1,000.

"},"prerequisites":["Master Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2Irn12psV0MHffd4","name":"Pilot in Training","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Dexterity (Maneuver) check while deployed as a pilot, you can add your proficiency bonus to checks you make if you do not already do so.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2PyiTCJJuJyFIqF6","name":"Gunning Stylist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 3rd rank

You adopt a particular style of gunning as your specialty. Choose one of the gunning style options options, detailed later in this chapter. You can't take a gunning style option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["3rd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"30OjHPm2Xh2hV1bw","name":"Dual Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take Dual Role, choose a secondary deployment. When you advance a rank in your primary deployment, you may select a maneuver from your secondary deployment instead of your primary deployment.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3Vmv4bRSE2q12dkQ","name":"Combustive Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to cause the target to take fire damage equal to your techcasting ability modifier at the start of your next turn.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3fHlNmzGAt2OkCte","name":"Storming Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"You can use your immense strength to steady primary weapons with the burst, rapid, or saturate features. When you make an attack roll with a primary ship weapon having at least one of these features while on a Medium or smaller ship, you can use your Strength modifier, instead of the ship's Intelligence modifier, for the attack rolls or setting the DC for the targets' saves.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"5ocdFyhyQPBqjj9J","name":"Reckless Ramming","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in berserker

When you take the Ram action, you can throw aside all concern for defense to attack with fierce desperation. The target has disadvantage on the Dexterity (Maneuver) check, and you deal additional damage equal to your rage damage bonus. The first attack roll made against your ship before the start of your next turn has advantage.

"},"prerequisites":["at least 2 levels in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"68gm4jJt2g2an572","name":"Perceptive Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Scan) or Intelligence (Probe) check while aboard your ship, you may use your Wisdom modifier instead of your ship's Ability modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"6AtbJ4PKePAUc4M0","name":"Multi-Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Dual Roles venture

When you advance a rank in your primary deployment, you may select a maneuver from any deployment instead of your primary deployment.

"},"prerequisites":[" Dual Roles venture "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"9L2LihZWReZzksed","name":"Recurrent Repairs","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in mechanic

When you succeed on a Constitution (Patch) check as a part of a Patch action you take, you have advantage on the next Constitution (Patch) check you take as a part of the Patch action you take before the end of your next turn.

"},"prerequisites":["at least 3 ranks in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A6I7VApYuQI0p8LE","name":"Legendary Multitasking","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Split Focused venture

When operating a ship, you gain a second action you can take with the ship.

"},"prerequisites":["5th rank, Split Focused venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A7wMSHk58PwFvoeL","name":"Gunner Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have gunner training that allows you to perform special combat gambits. You learn two gambits of your choice from among those available to the gunner deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"B21ZmA0ZJG5xYsDM","name":"Weapon Enhancement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 3rd level tech powers

An unenhanced ship weapon on your ship becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced ship weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

"},"prerequisites":["The ability to cast 3rd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Do4ZGW8VensNJzoU","name":"Resourceful Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

Once per round, when you roll a power die as part of an operator's disruption, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ECGFElbSJoH7YoWh","name":"Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers

When casting a force or tech power while aboard your ship and in space, the power's range is multiplied by 2. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["The ability to cast force or tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"EjFWpOkDM9DDrWMO","name":"Keen Eye","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 4th rank

When you take the Search action and succeed on a Wisdom (Scan) or Intelligence (Probe) check aided by your ship's scanners, you can learn certain information about a target if you are aware of them. The GM tells you if the ship is your ship's equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Any one Ability Score
  • Armor Class
  • Current total hull and shield points
  • Current Shield die type and number, and shield regeneration rate
  • Total ship tiers (if any)
  • Total deployment ranks (if any)

"},"prerequisites":["4th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ErMXwjzLHB7aWYVT","name":"Hot Wire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you would make a Constitution (Patch) check while aboard your ship, you can instead make an Intelligence (Mechanic's Kit) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"FGQRhvmHD3GLtjbx","name":"Rime Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to make the target gain 1 slowed level until the end of its turn as the hull is coated in frigid carbonite.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"GYBpaH88JnqON5a6","name":"Force-Empowered Blasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in guardian

Once per turn, when you deal damage with a ship weapon, you can spend 1 force point to deal an additional 1d8 damage to the target. The damage is the same type as the weapon's damage.

"},"prerequisites":["at least 2 levels in guardian"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"H6qXSuLUO0Yxpl80","name":"Resourceful Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in mechanic

Once per round, when you use your System Boost feature, you can roll the tech die twice and take either result.

"},"prerequisites":["at least 1 rank in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IYISdGaTflGHxJSY","name":"Space Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scout

While deployed, parts of your Skilled Explorer class feature extend to your ship:

  • Your ship is not slowed by difficult terrain.
  • Your ship can't get lost by unenhanced means.
  • Your ship can move stealthily at a normal pace.

"},"prerequisites":["at least 1 level in scout"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IgzI7pPKUTkzKjwt","name":"Gunning Master","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank

You master a particular style of gunning. Choose one of the gunning mastery options options, detailed later in this chapter. You can't take a gunning mastery option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["5th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ItEBs8d4m8E9Iyry","name":"Cunning Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Interfere action and fail the contest, you can use your bonus action to repeat the check against the same target.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JH5YHT1JawypbHGD","name":"Multitasker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When operating a ship, you gain a second reaction you can take with the ship.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JREOCyLjoDkCyCoX","name":"Furious Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in berserker

While raging and firing a primary wapon, you can take a penalty to your attack roll up to your rage damage bonus, adding twice the amount to the damage roll on a hit.

"},"prerequisites":["at least 1 level in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ks8TffMcgBcJFPSm","name":"Slippery Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in operative

Your quick thinking and agility allow you to act and move your ship quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

"},"prerequisites":["at least 2 levels in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"LD0uyH5xj6zREyWY","name":"Force-Empowered Accuracy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in consular

Once per turn, when you miss with a ship attack, or when a target succeeds on the saving throw against a ship weapon, you can spend 1 force point to reroll the die. You must use the new roll.

"},"prerequisites":["at least 2 levels in consular"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"N9WaiwtgA6nRulAw","name":"Pilot Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have pilot training that allows you to perform special combat tactics. You learn two tactics of your choice from among those available to the pilot deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Nr2aqIzrnxbTAq5O","name":"Explosive Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in gunner

Once per turn, when you roll the maximum on a gambit die, you can roll an additional die and add it to the roll.

"},"prerequisites":["at least 3 ranks in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"OTC9779u1CU4M3wW","name":"Experienced Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

When setting your Operator's Disruptions save DC and whenever a Disruption uses your ship's Charisma modifier, you may add half your Intelligence modifier.

"},"prerequisites":[" at least 1 rank in operator* "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PErA9WrdfMk8H3Wq","name":"Greater Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Improved Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 100. You cannot target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Improved Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PTAgOkWW8iF5TnkW","name":"Calculating Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a secondary ship weapon, you can use your Intelligence modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"RQIMrS2H0LlwpYbR","name":"Dogfighter Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in fighter

When you expend a die granted by your Deployment, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TbgfiuUrcqaQ56vA","name":"Intuitive Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you determine the save DC for a tertiary ship weapon while on a Medium or smaller ship, you can add half your Wisdom or Charisma modifier (your choice) to the save DC.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TkdGlKE4PQJmJ5f9","name":"Counterslicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you are the target of the Interfere action and are forced to make a Wisdom (Scan) check, if you succeed on the contest, you have advantage on the next Charisma (Interfere) check you make before the end of your next turn.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UOxpXRC2MCCx8DYP","name":"Resourceful Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in gunner

Once per round, when you roll a power die used for a gunner's gambit, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UcE2oiQHyVRWzn00","name":"Scanner Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Search action, you have advantage on Wisdom (Scan) and Intelligence (Probe) checks that rely on the scanner.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"VHtQNIaz75e9MEHQ","name":"Precision Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a primary ship weapon while on a Medium or smaller ship, you can use your Dexterity modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ws9tdDqC5rdi8S8L","name":"Resourceful Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in technician

Once per round, when you roll a power die as part of a technician's stratagem, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in technician"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"WtrQOrZ6YT4fcHSa","name":"Infuse Ship Weapon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in engineer

Ship weapons become valid targets for your Infuse Item class feature.

"},"prerequisites":["at least 2 levels in engineer"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XCfImlUdBzvW8UGp","name":"Shrewd Interrogator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Insight) or Charisma (Deception) check while aboard your ship, you may use your Intelligence modifier instead of your Wisdom or Charisma modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XNhgOjpzpcETVVAx","name":"Natural Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"Whenever you make a Charisma (Interfere) check, you may instead make an Intelligence (Slicer Tools) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"cdJIX7FymQXYn5TZ","name":"Targeting Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to mark the target only visible to you. The next attack roll you make against the ship before the end of your next turn can’t suffer from disadvantage.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"dhvjTcuHf2Np6DcZ","name":"Analytical Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scholar

When an ally makes an ability check or attack roll affected by your Direct action, and they are also the target of your Critical Analysis class feature, they can also roll a d6 and add it to the ability check or attack roll.

"},"prerequisites":["at least 1 level in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"drTe0erGKuBdZvd8","name":"Jack of All Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Multi-Roles venture

Over a long rest you may switch out a number of maneuvers you know up to your intelligence modifier (minimum of 1) for an equal number of maneuvers from other deployments.

"},"prerequisites":[" 5th rank, Multi-Roles venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e1cGetXnR5RVzkDf","name":"Force Piloting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you make a Dexterity (Manuever) check while aboard your ship, you may add half (round up) your Wisdom or Charisma modifier (your choice), to your result. Additionally, you can add half (round up) your Wisdom or Charisma modifier (your choice) to your ship's AC while deployed as the pilot.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e9gE2Mr9Hu48qP2F","name":"Weapon Overheat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 2nd level tech powers

As a bonus action, you may spend three tech points to empower a ship weapon on your ship. For the duration, you can cool the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

"},"prerequisites":["The ability to cast 2nd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"f4x0mJvFucA7oyaP","name":"Split Focused","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Multitasker venture

When operating a ship, you gain a second bonus action you can take with the ship.

"},"prerequisites":["Multitasker venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"fEI7hwGbDzBDfdke","name":"Persistent Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in operator

When you take the Interfere action and succeed on the contest, the target has disadvantage on the next Charisma (Interfere) check before the end of your next turn.

"},"prerequisites":["at least 3 ranks in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"g3nhoUfyGnuFstUg","name":"Tactical Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in scholar

When you expend a power die, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"jNoh3rqIqdTo9IX1","name":"Strong Alone, Stronger Together","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in coordinator

When you take the Direct action, you have advantage on the next ability check or saving throw you make before the start of your next turn.

"},"prerequisites":["at least 3 ranks in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ks1XMj0qAeKZX3cr","name":"Master Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Greater Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 1,000. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Greater Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"l1eQtSgsUMMQef25","name":"Improved Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 10. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"nJeEMiSReNAG8rSr","name":"Diamond Deployment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 14 levels in monk

While deployed, when your ship fails a saving throw, you can spend 1 focus point to reroll the die.

"},"prerequisites":["at least 14 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"p9RR1JJzHxqI04SP","name":"Resourceful Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in coordinator

Once per round, when you, or an ally with your Inspiring Display die, roll an Inspiring Display, they can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"q9BXIUW2jbMIoDvU","name":"Resourceful Tactics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in pilot

Once per round, when you roll a power die as part of a pilot's tactic, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"r0as3L57tmg0kcdM","name":"Sneak Firing","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in operative

Once per turn, you can deal an extra 1d6 damage to one ship you hit with a ship attack if you have advantage on the attack roll. You can select this venture multiple times.

"},"prerequisites":["at least 1 level in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"rSOjOPxD49soIMaM","name":"Indomitable Starship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 9 levels in fighter

While deployed, when your ship fails a saving throw, you can use your Indomitable class feature to reroll the die.

"},"prerequisites":["at least 9 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"uWRzpIJBC4QBFfg3","name":"Thread the Needle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in pilot

When you take the Evade action, you can gain the benefits of Evade against only a single target in order to avoid the penalty of disadvantage on any skill check or attack roll made by your ship or anyone on it.

"},"prerequisites":["at least 3 ranks in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"yprQDRJWb5DhdTtC","name":"Flurry of Fire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in monk

Immediately after you take the Fire action you can spend 1 focus point to make an additional attack as a bonus action. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"zTgZVw4RFiAZDYoc","name":"Force-Empowered Shooting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in sentinel

When you take the Fire action, you can spend 1 force point and use your bonus action to make an additional attack. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in sentinel"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} diff --git a/packs/packs/weapons.db b/packs/packs/weapons.db index d27d9503..39e87327 100644 --- a/packs/packs/weapons.db +++ b/packs/packs/weapons.db @@ -1,27 +1,27 @@ {"_id":"0ZRWgHRykApmHmoG","name":"Heavy Shotgun","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"

Burst 4, Reload 12, Strength 13

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Rapid 8, Reload 16, Strength 11

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The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

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\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
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Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
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Special, Strength 13, Two-handed
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Burst 4, Rapid 2, Reload 4, Special, Strength 11, Two-handed

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When you score a critical hit with this weapon, a creature becomes shocked until the end of its next turn.

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Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

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Ammunition (range 60/240), Autotarget (15, +2), Burst 4, Reload 4, Special

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Ammunition (range 60/240), Autotarget (15, +2), Burst 4, Reload 4, Special

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When you would make a Strength (Athletics) check to attempt to grapple a creature while wielding a weapon with the grappling property, you can instead make a melee weapon attack with it. If the attack hits, the creature becomes grappled by you, and it takes damage equal to your Strength modifier of the same type as the weapon’s damage.

\n

Reach, Special, Two-handed

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Defensive 1, Fixed

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Rapid 2, Reload 8

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Reload 1

Rather than traditional power cells, the wrist launcher fires specialized projectiles in the form of darts, small missiles, or specialized canisters.

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\n

The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

\n
\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
\n
Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
\n
 
\n
Special, Strength 13, Two-handed
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Dexterity 13, Luminous, Reach, Two-handed

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Finesse, Light, Shocking 13

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Ammunition (range 80/320), Reload 1, Strength 11, Special, Two-handed

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The bo-rifle is a lasat weapon most commonly carried by the Honor Guard of Lasan, which has the unique property of functioning as both a rifle and a staff. On your turn, you can use your object interaction to switch between modes, detailed below.

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Rifle. While in this mode, the weapon uses traditional power cells.

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Staff. While in this mode, the weapon gains the shocking 13 property.

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\n
Rifle: 1d8 Energy, Ammunition (range 100/400), reload 6
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Staff: 1d8 Kinetic, Double (1d8 kinetic), shocking 13
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Rather than traditional power cells, the rotary cannon uses specialized power generator that allow it to fire continuously for 10 minutes. Replacing a power generator takes an action.

\n

The rotary cannon requires the use of a tripod unless you meet its strength requirement, which is included in the price. Over the course of 1 minute, you can deploy or collapse the rotary cannon on the tripod. While deployed, your speed is reduced to 0.

\n

 

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Ammunition (range 100/400), Auto, Burst, Rapid, Special, Strength 19, Two-handed

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The bo-rifle is a lasat weapon most commonly carried by the Honor Guard of Lasan, which has the unique property of functioning as both a rifle and a staff. On your turn, you can use your object interaction to switch between modes, detailed below.

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Rifle. While in this mode, the weapon uses traditional power cells.

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Staff. While in this mode, the weapon gains the shocking 13 property.

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Rifle: 1d8 Energy, Ammunition (range 100/400), reload 6
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The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

\n
\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
\n
Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
\n
 
\n
Special, Strength 13, Two-handed
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The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized cannon tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you’re using as you fire it (no action required). If you don’t meet the flechette cannon’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.

\n

Ammunition (range special), Reload 5, Special, Strength 11, Two-handed

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":16,"price":1800,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":true,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6793751,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Flechette%20Cannon.webp","effects":[]} {"_id":"zArvVI9Nz8jA7vYF","name":"Vibroaxe","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"

Dexterity 11

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":11,"price":300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialVW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":true,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":true,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":5700001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Martial%20Vibroweapons/Vibroaxe.webp","effects":[]} {"_id":"zGU5Id8EUqoIzAmc","name":"Hold-Out","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"

Reload 6

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":250,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":true,"ken":false,"lgt":true,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false,"fulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":2400001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Blasters/Holdout%20Blaster.webp","effects":[]} diff --git a/sw5e copy.css b/sw5e copy.css index c19de745..14e890f5 100644 --- a/sw5e copy.css +++ b/sw5e copy.css @@ -102,7 +102,7 @@ body { font-size: 13px; color: #191813; } -.sw5e input[type="text"] +.sw5e input[type="text"], .sw5e select { height: calc(100% - 2px); border: 1px solid #7a7971; diff --git a/sw5e-dark.css b/sw5e-dark.css index 9a0e1178..424da398 100644 --- a/sw5e-dark.css +++ b/sw5e-dark.css @@ -791,6 +791,9 @@ body.dark-theme .sw5e.sheet.actor .swalt-sheet .tab.notes section > input { color: #E81111; border-bottom: 2px solid #0d99cc; } +body.dark-theme .sw5e.sheet.actor.npc .swalt-sheet header div.creature-type:hover { + border-color: #E81111; +} body.dark-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience { color: #4f4f4f; } diff --git a/sw5e-global.css b/sw5e-global.css index 35501ad2..9f890ada 100644 --- a/sw5e-global.css +++ b/sw5e-global.css @@ -206,7 +206,8 @@ input[type="password"], input[type="date"], input[type="time"], select, -textarea { +textarea, +.roundTransition { border-radius: 4px; transition: all 0.3s; } @@ -216,7 +217,8 @@ input[type="password"]:hover, input[type="date"]:hover, input[type="time"]:hover, select:hover, -textarea:hover { +textarea:hover, +.roundTransition:hover { box-shadow: none; } input[type="text"]:focus, @@ -225,7 +227,8 @@ input[type="password"]:focus, input[type="date"]:focus, input[type="time"]:focus, select:focus, -textarea:focus { +textarea:focus, +.roundTransition:focus { box-shadow: none; } input[type=range] { @@ -493,6 +496,10 @@ input[type="reset"]:disabled { #combat #combat-tracker li.combatant .token-name { text-shadow: none; } +#combat #combat-tracker li.combatant .ce-image-wrapper .token-image { + width: auto; + height: auto; +} #combat #combat-tracker li.combatant h4 { color: #1C1C1C; } @@ -548,7 +555,7 @@ input[type="reset"]:disabled { padding-bottom: 4px; } .sidebar-tab .directory-list .folder > .folder-header { - line-height: default; + line-height: initial; padding: 0 0 0 8px; position: relative; border: none; @@ -854,6 +861,7 @@ input[type="reset"]:disabled { font-weight: 400; letter-spacing: 0.5px; line-height: 24px; + width: 100%; } .sw5e.sheet.actor .swalt-sheet header .summary .proficiency { line-height: 26px; @@ -891,7 +899,7 @@ input[type="reset"]:disabled { .sw5e.sheet.actor .swalt-sheet header .attributes .attribute-value .value-number { display: inline-block; text-align: right; - padding: 0px 3px; + padding: 0 3px; } .sw5e.sheet.actor .swalt-sheet header .attributes .attribute-value .value-number:last-child { text-align: left; @@ -1431,7 +1439,7 @@ input[type="reset"]:disabled { display: block; width: 100%; text-align: right; - padding: 0px 3px; + padding: 0 3px; } .sw5e.sheet.actor .swalt-sheet .tab.attributes .traits-resources section.resources .resource-items .resource .attribute-value .value-number:last-child { text-align: left; @@ -1584,7 +1592,7 @@ input[type="reset"]:disabled { display: block; width: 100%; text-align: right; - padding: 0px 3px; + padding: 0 3px; } .sw5e.sheet.actor .swalt-sheet .tab.force-powerbook .resource-items .resource .attribute-value .value-number:last-child, .sw5e.sheet.actor .swalt-sheet .tab.tech-powerbook .resource-items .resource .attribute-value .value-number:last-child { @@ -1682,13 +1690,35 @@ input[type="reset"]:disabled { .sw5e.sheet.actor.npc .swalt-sheet header h1.character-name { align-self: auto; } -.sw5e.sheet.actor.npc .swalt-sheet header .npc-size { +.sw5e.sheet.actor.npc .swalt-sheet header .npc-size, +.sw5e.sheet.actor.npc .swalt-sheet header .creature-type { font-family: 'Russo One'; font-size: 18px; font-weight: 400; letter-spacing: 0.5px; line-height: 28px; } +.sw5e.sheet.actor.npc .swalt-sheet header div.creature-type { + display: flex; + justify-content: space-between; + padding: 1px 4px; + border: 1px solid transparent; + overflow-x: auto; +} +.sw5e.sheet.actor.npc .swalt-sheet header div.creature-type span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} +.sw5e.sheet.actor.npc .swalt-sheet header div.creature-type .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; +} +.sw5e.sheet.actor.npc .swalt-sheet header div.creature-type:hover .config-button { + display: block; +} .sw5e.sheet.actor.npc .swalt-sheet header .attributes { grid-template-columns: repeat(3, 1fr); } diff --git a/sw5e-light.css b/sw5e-light.css index 3b240d7a..20f09b81 100644 --- a/sw5e-light.css +++ b/sw5e-light.css @@ -778,6 +778,9 @@ body.light-theme .sw5e.sheet.actor .swalt-sheet .tab.notes section > input { color: #c40f0f; border-bottom: 2px solid #0d99cc; } +body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header div.creature-type:hover { + border-color: #c40f0f; +} body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience { color: #4f4f4f; } diff --git a/sw5e.css b/sw5e.css index 556d0642..51b2e6f4 100644 --- a/sw5e.css +++ b/sw5e.css @@ -91,9 +91,7 @@ /* Tags */ } .sw5e .window-content { - background: linear-gradient(90deg, #afc6d6 0%, #D6D6D6 30%, #D6D6D6 70%, #afc6d6); font-size: 13px; - color: #191813; } .sw5e input[type="text"], .sw5e input[type="number"], @@ -114,6 +112,8 @@ .sw5e select:disabled, .sw5e textarea:disabled { color: #4b4a44; + border: 1px solid transparent !important; + outline: none !important; } .sw5e input:disabled:hover, .sw5e select:disabled:hover, @@ -129,24 +129,6 @@ background: rgba(0, 0, 0, 0.1); border: 2px groove #eeede0; } -.sw5e label.checkbox { - flex: auto; - padding: 0; - margin: 0; - height: 22px; - line-height: 22px; - font-size: 11px; -} -.sw5e label.checkbox > input[type="checkbox"] { - width: 16px; - height: 16px; - margin: 0 2px 0 0; - position: relative; - top: 4px; -} -.sw5e label.checkbox.right > input[type="checkbox"] { - margin: 0 0 0 2px; -} .sw5e .form-group label { flex: 2; color: #4b4a44; @@ -179,11 +161,12 @@ .sw5e .form-group .form-fields > *:last-child { margin-right: 0; } -.sw5e .form-group.stacked label { +.sw5e .form-group.stacked > label { flex: 0 0 100%; margin: 0; } -.sw5e .form-group.stacked label.checkbox { +.sw5e .form-group.stacked label.checkbox, +.sw5e .form-group.stacked label.radio { flex: auto; text-align: left; } @@ -207,6 +190,26 @@ background: rgba(0, 0, 0, 0.05); } /* ----------------------------------------- */ +/* Hit Dice Config Sheet Specifically */ +/* ----------------------------------------- */ +.sw5e.hd-config .form-group button.increment, +.sw5e.hd-config .form-group button.decrement { + flex: 0 0 1rem; + line-height: 1rem; +} +.sw5e.hd-config .form-group button.decrement { + margin-right: 0; +} +.sw5e.hd-config .form-group span.sep { + margin: 0; +} +.sw5e.hd-config .form-group input { + flex: 0 0 2rem; + text-align: center; + margin-left: 2px; + margin-right: 2px; +} +/* ----------------------------------------- */ /* Entity Sheets Specifically */ /* ----------------------------------------- */ .sw5e.sheet { @@ -499,16 +502,60 @@ /* ----------------------------------------- */ /* Trait Selector /* ----------------------------------------- */ -#trait-selector .trait-list { +.trait-selector .trait-list { list-style: none; margin: 0; padding: 0; } -#trait-selector input[type="text"] { +.trait-selector input[type="text"] { height: 24px; margin: 2px; } /* ----------------------------------------- */ +/* Actor Type Config Sheet Specifically */ +/* ----------------------------------------- */ +.actor-type .trait-list { + display: flex; + flex-wrap: wrap; +} +.actor-type .trait-list li { + flex-basis: 50%; + flex-grow: 1; +} +.actor-type .trait-list li.form-group { + flex-basis: 100%; +} +.actor-type label.radio { + display: flex; + flex: auto; + font-size: 12px; + line-height: 20px; + font-weight: normal; +} +.actor-type label.radio > input[type="radio"] { + margin: 0 5px 0 0; +} +.actor-type li.custom-type input[type="radio"] { + display: none; +} +/* ----------------------------------------- */ +/* Add Feature Prompt Specifically */ +/* ----------------------------------------- */ +.sw5e.select-items-prompt .dialog-content { + margin-bottom: 1em; +} +.sw5e.select-items-prompt .items-list { + margin-top: 0.5em; +} +.sw5e.select-items-prompt .item-name > label, +.sw5e.select-items-prompt .item-image, +.sw5e.select-items-prompt input { + cursor: pointer; +} +.sw5e.select-items-prompt .item-name > label { + align-items: center; +} +/* ----------------------------------------- */ /* HUD /* ----------------------------------------- */ .placeable-hud .control-icon { @@ -574,6 +621,9 @@ /* Powerbook */ /* ----------------------------------------- */ /* ----------------------------------------- */ + /* Features Tab */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ /* TinyMCE */ /* ----------------------------------------- */ } @@ -627,10 +677,12 @@ height: 30px; line-height: 30px; } -.sw5e.sheet.actor .sheet-header .attributes .movement h4.attribute-name { +.sw5e.sheet.actor .sheet-header .attributes .movement h4.attribute-name, +.sw5e.sheet.actor .sheet-header .attributes .hit-dice h4.attribute-name { position: relative; } -.sw5e.sheet.actor .sheet-header .attributes .movement .config-button { +.sw5e.sheet.actor .sheet-header .attributes .movement .config-button, +.sw5e.sheet.actor .sheet-header .attributes .hit-dice .config-button { position: absolute; display: none; right: 0; @@ -638,7 +690,8 @@ font-size: 12px; font-weight: normal; } -.sw5e.sheet.actor .sheet-header .attributes .movement:hover .config-button { +.sw5e.sheet.actor .sheet-header .attributes .movement:hover .config-button, +.sw5e.sheet.actor .sheet-header .attributes .hit-dice:hover .config-button { display: block; } .sw5e.sheet.actor .sheet-header .attributes input.temphp { @@ -1113,6 +1166,9 @@ .sw5e.sheet.actor .powerbook-empty .item-controls { flex: 1; } +.sw5e.sheet.actor .features i.original-class { + color: #4b4a44; +} .sw5e.sheet.actor .editor { padding: 0 8px; } @@ -1229,16 +1285,16 @@ .sw5e.sheet.item .sheet-body .smalltable td:nth-child(even) { width: 150px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 10px; + padding: 0 10px 0 10px; text-align: left; } .sw5e.sheet.item .sheet-body .smalltable thead { - border-bottom: 0px; + border-bottom: 0; } .sw5e.sheet.item .sheet-body .smalltable th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-weight: bold; @@ -1252,12 +1308,12 @@ .sw5e.sheet.item .sheet-body .smalltable th:nth-child(even) { width: 150px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 10px; + padding: 0 10px 0 10px; text-align: left; } .sw5e.sheet.item .sheet-body .medtable table { width: 500px; - border: 0px; + border: 0; margin: 0.5em 0.5em; } .sw5e.sheet.item .sheet-body .medtable td:nth-child(odd) { @@ -1268,16 +1324,16 @@ .sw5e.sheet.item .sheet-body .medtable td:nth-child(even) { width: 450px; margin: 0.5em 0.5em; - padding: 0px 10px 0px 0px; + padding: 0 10px 0 0; text-align: left; } .sw5e.sheet.item .sheet-body .medtable thead { - border-bottom: 0px; + border-bottom: 0; } .sw5e.sheet.item .sheet-body .medtable th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-weight: bold; @@ -1290,8 +1346,8 @@ text-align: left; } .sw5e.sheet.item .sheet-body .classtable blockquote { - border-left: 0px; - border-right: 0px; + border-left: 0; + border-right: 0; background-color: #bdc8cc; width: 600px; } @@ -1305,8 +1361,8 @@ width: 100%; border-collapse: collapse; background: rgba(0, 0, 0, 0.05); - border-left: 0px; - border-right: 0px; + border-left: 0; + border-right: 0; border-top: 0; border-bottom: 0; margin: 0.5em 0; @@ -1316,7 +1372,7 @@ .sw5e.sheet.item .sheet-body .classtable thead { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-style: normal; @@ -1325,7 +1381,7 @@ .sw5e.sheet.item .sheet-body .classtable th { color: #000000; text-shadow: none; - border-bottom: 0px; + border-bottom: 0; background-color: #bdc8cc; text-transform: none; font-style: normal; @@ -1360,7 +1416,7 @@ width: 100%; line-height: 18px; margin-bottom: 15px; - border: 0 0 0 0; + border: 0; border-bottom: none; overflow-x: auto; } @@ -1745,7 +1801,7 @@ text-align: right; padding-right: 5px; } -.sw5e.sheet.actor.character .resource .attribute-value input { +.sw5e.sheet.actor.character .resource .attribute-value > input { flex: 0 0 25%; } .sw5e.sheet.actor.character .resource .attribute-value label.recharge { @@ -1755,6 +1811,7 @@ font-size: 11px; text-align: center; color: #4b4a44; + align-items: center; } .sw5e.sheet.actor.character .resource .attribute-value label.recharge input[type="checkbox"] { height: 14px; @@ -1853,6 +1910,26 @@ .sw5e.sheet.actor.npc .summary { font-size: 18px; } +.sw5e.sheet.actor.npc .summary li.creature-type { + display: flex; + justify-content: space-between; + width: 1em; + padding: 0 3px; +} +.sw5e.sheet.actor.npc .summary li.creature-type span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} +.sw5e.sheet.actor.npc .summary li.creature-type .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; +} +.sw5e.sheet.actor.npc .summary li.creature-type:hover .config-button { + display: block; +} .sw5e.sheet.actor.vehicle .features .item-controls { flex: 0 0 68px; } diff --git a/sw5e.js b/sw5e.js index 1983130b..5bef2a6f 100644 --- a/sw5e.js +++ b/sw5e.js @@ -1,5 +1,5 @@ /** - * The Star Wars 5th Edition game system for Foundry Virtual Tabletop + * The SW5E game system for Foundry Virtual Tabletop * Author: Kakeman89 * Software License: GNU GPLv3 * Content License: https://media.wizards.com/2016/downloads/SW5E/SRD-OGL_V5.1.pdf @@ -12,12 +12,13 @@ import { SW5E } from "./module/config.js"; import { registerSystemSettings } from "./module/settings.js"; import { preloadHandlebarsTemplates } from "./module/templates.js"; import { _getInitiativeFormula } from "./module/combat.js"; -import { measureDistances, getBarAttribute } from "./module/canvas.js"; +import { measureDistances } from "./module/canvas.js"; -// Import Entities +// Import Documents import Actor5e from "./module/actor/entity.js"; import Item5e from "./module/item/entity.js"; import CharacterImporter from "./module/characterImporter.js"; +import { TokenDocument5e, Token5e } from "./module/token.js" // Import Applications import AbilityTemplate from "./module/pixi/ability-template.js"; @@ -25,6 +26,7 @@ import AbilityUseDialog from "./module/apps/ability-use-dialog.js"; import ActorSheetFlags from "./module/apps/actor-flags.js"; import ActorSheet5eCharacter from "./module/actor/sheets/oldSheets/character.js"; import ActorSheet5eNPC from "./module/actor/sheets/oldSheets/npc.js"; +import ActorSheet5eStarship from "./module/actor/sheets/newSheet/starship.js"; import ActorSheet5eVehicle from "./module/actor/sheets/oldSheets/vehicle.js"; import ActorSheet5eCharacterNew from "./module/actor/sheets/newSheet/character.js"; import ActorSheet5eNPCNew from "./module/actor/sheets/newSheet/npc.js"; @@ -44,6 +46,9 @@ import * as migrations from "./module/migration.js"; /* Foundry VTT Initialization */ /* -------------------------------------------- */ +// Keep on while migrating to Foundry version 0.8 +CONFIG.debug.hooks = true; + Hooks.once("init", function() { console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`); @@ -60,7 +65,8 @@ Hooks.once("init", function() { ItemSheet5e, ShortRestDialog, TraitSelector, - ActorMovementConfig + ActorMovementConfig, + ActorSensesConfig }, canvas: { AbilityTemplate @@ -70,6 +76,8 @@ Hooks.once("init", function() { entities: { Actor5e, Item5e, + TokenDocument5e, + Token5e, }, macros: macros, migrations: migrations, @@ -78,8 +86,10 @@ Hooks.once("init", function() { // Record Configuration Values CONFIG.SW5E = SW5E; - CONFIG.Actor.entityClass = Actor5e; - CONFIG.Item.entityClass = Item5e; + CONFIG.Actor.documentClass = Actor5e; + CONFIG.Item.documentClass = Item5e; + CONFIG.Token.documentClass = TokenDocument5e; + CONFIG.Token.objectClass = Token5e; CONFIG.time.roundTime = 6; CONFIG.fontFamilies = [ "Engli-Besh", @@ -87,6 +97,9 @@ Hooks.once("init", function() { "Russo One" ]; + CONFIG.Dice.DamageRoll = dice.DamageRoll; + CONFIG.Dice.D20Roll = dice.D20Roll; + // 5e cone RAW should be 53.13 degrees CONFIG.MeasuredTemplate.defaults.angle = 53.13; @@ -99,7 +112,11 @@ Hooks.once("init", function() { // Patch Core Functions CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus"; - Combat.prototype._getInitiativeFormula = _getInitiativeFormula; + Combatant.prototype._getInitiativeFormula = _getInitiativeFormula; + + // Register Roll Extensions + CONFIG.Dice.rolls.push(dice.D20Roll); + CONFIG.Dice.rolls.push(dice.DamageRoll); // Register sheet application classes Actors.unregisterSheet("core", ActorSheet); @@ -123,6 +140,11 @@ Hooks.once("init", function() { makeDefault: false, label: "SW5E.SheetClassNPCOld" }); + // Actors.registerSheet("sw5e", ActorSheet5eStarship, { + // types: ["starship"], + // makeDefault: true, + // label: "SW5E.SheetClassStarship" + // }); Actors.registerSheet('sw5e', ActorSheet5eVehicle, { types: ['vehicle'], makeDefault: true, @@ -130,13 +152,13 @@ Hooks.once("init", function() { }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("sw5e", ItemSheet5e, { - types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform'], + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'], makeDefault: true, label: "SW5E.SheetClassItem" }); // Preload Handlebars Templates - preloadHandlebarsTemplates(); + return preloadHandlebarsTemplates(); }); @@ -154,9 +176,10 @@ Hooks.once("setup", function() { "abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments", "armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", - "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", + "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", + "starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", - "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponTypes" + "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes" ]; // Exclude some from sorting where the default order matters @@ -184,7 +207,6 @@ Hooks.once("setup", function() { }); /* -------------------------------------------- */ - /** * Once the entire VTT framework is initialized, check to see if we should perform a data migration */ @@ -196,12 +218,12 @@ Hooks.once("ready", function() { // Determine whether a system migration is required and feasible if ( !game.user.isGM ) return; const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); - const NEEDS_MIGRATION_VERSION = "1.2.4.R1-A5"; + const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6"; // Check for R1 SW5E versions - const SW5E_NEEDS_MIGRATION_VERSION = "R1-A5"; + const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6"; const COMPATIBLE_MIGRATION_VERSION = 0.80; const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion)); - if ( !needsMigration ) return; + if (!needsMigration && needsMigration !== "") return; // Perform the migration if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) { @@ -216,13 +238,9 @@ Hooks.once("ready", function() { /* -------------------------------------------- */ Hooks.on("canvasInit", function() { - // Extend Diagonal Measurement canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement"); SquareGrid.prototype.measureDistances = measureDistances; - - // Extend Token Resource Bars - Token.prototype.getBarAttribute = getBarAttribute; }); @@ -265,7 +283,7 @@ Hooks.on("renderRollTableDirectory", (app, html, data)=> { Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => { console.log("renderSwaltSheet"); }); -// TODO I should remove this +// FIXME: This helper is needed for the vehicle sheet. It should probably be refactored. Handlebars.registerHelper('getProperty', function (data, property) { return getProperty(data, property); }); diff --git a/system.json b/system.json index 73f84617..ac8b4dc2 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "sw5e", "title": "SW 5th Edition", "description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.", - "version": "1.2.4.R1-A5", + "version": "1.3.5.R1-A6", "author": "Dev Team", "scripts": [], "esmodules": ["sw5e.js"], @@ -49,7 +49,7 @@ "label": "Conditions", "path": "./packs/packs/conditions.db", "entity": "JournalEntry" - }, + }, { "name": "enhanceditems", "label": "Enhanced Items", @@ -110,18 +110,18 @@ "path": "./packs/packs/speciestraits.db", "entity": "Item" }, - { - "name": "tables", - "label": "Tables", - "path": "./packs/packs/tables.db", - "entity": "RollTable" + { + "name": "tables", + "label": "Tables", + "path": "./packs/packs/tables.db", + "entity": "RollTable" }, { "name": "techpowers", "label": "Tech Powers", "path": "./packs/packs/techpowers.db", "entity": "Item" - }, + }, { "name": "weapons", "label": "Weapons", @@ -139,15 +139,20 @@ "lang": "fr", "name": "French", "path": "lang/fr.json" - } + }, + { + "lang": "it", + "name": "Italian", + "path": "lang/it.json" + } ], "socket": true, "gridDistance": 5, "gridUnits": "ft", "primaryTokenAttribute": "attributes.hp", "secondaryTokenAttribute": null, - "minimumCoreVersion": "0.7.7", - "compatibleCoreVersion": "0.7.9", + "minimumCoreVersion": "0.8.2", + "compatibleCoreVersion": "0.8.7", "url": "https://github.com/unrealkakeman89/sw5e", "manifest": "https://raw.githubusercontent.com/unrealkakeman89/sw5e/master/system.json", "download": "https://github.com/unrealkakeman89/sw5e/archive/master.zip" diff --git a/template.json b/template.json index 52ceebc8..1681d52e 100644 --- a/template.json +++ b/template.json @@ -1,764 +1,1063 @@ -{ - "Actor": { - "types": ["character", "npc", "vehicle"], - "templates": { - "common": { - "abilities": { - "str": { - "value": 10, - "proficient": 0 - }, - "dex": { - "value": 10, - "proficient": 0 - }, - "con": { - "value": 10, - "proficient": 0 - }, - "int": { - "value": 10, - "proficient": 0 - }, - "wis": { - "value": 10, - "proficient": 0 - }, - "cha": { - "value": 10, - "proficient": 0 - } - }, - "attributes": { - "ac": { - "value": 10 - }, - "hp": { - "value": 10, - "min": 0, - "max": 10, - "temp": 0, - "tempmax": 0 - }, - "init": { - "value": 0, - "bonus": 0 - }, - "movement": { - "burrow": 0, - "climb": 0, - "fly": 0, - "swim": 0, - "walk": 30, - "units": "ft", - "hover": false - } - }, - "details": { - "biography": { - "value": "", - "public": "" - } - }, - "traits": { - "size": "med", - "di": { - "value": [], - "custom": "" - }, - "dr": { - "value": [], - "custom": "" - }, - "dv": { - "value": [], - "custom": "" - }, - "ci": { - "value": [], - "custom": "" - } - }, - "currency": { - "gc": 0 - } - }, - "creature": { - "attributes": { - "senses": { - "darkvision": 0, - "blindsight": 0, - "tremorsense": 0, - "truesight": 0, - "units": "ft", - "special": "" - }, - "powercasting": "none", - "force": { - "known": { - "value": 0, - "max": 0 - }, - "points": { - "value": 0, - "min": 0, - "max": 0, - "temp": 0, - "tempmax": 0 - }, - "level": 0 - }, - "tech": { - "known": { - "value": 0, - "max": 0 - }, - "points": { - "value": 0, - "min": 0, - "max": 0, - "temp": 0, - "tempmax": 0 - }, - "level": 0 - } - }, - "details": { - "alignment": "", - "species": "" - }, - "skills": { - "acr": { - "value": 0, - "ability": "dex" - }, - "ani": { - "value": 0, - "ability": "wis" - }, - "ath": { - "value": 0, - "ability": "str" - }, - "dec": { - "value": 0, - "ability": "cha" - }, - "ins": { - "value": 0, - "ability": "wis" - }, - "itm": { - "value": 0, - "ability": "cha" - }, - "inv": { - "value": 0, - "ability": "int" - }, - "lor": { - "value": 0, - "ability": "int" - }, - "med": { - "value": 0, - "ability": "wis" - }, - "nat": { - "value": 0, - "ability": "int" - }, - "pil": { - "value": 0, - "ability": "int" - }, - "prc": { - "value": 0, - "ability": "wis" - }, - "prf": { - "value": 0, - "ability": "cha" - }, - "per": { - "value": 0, - "ability": "cha" - }, - "slt": { - "value": 0, - "ability": "dex" - }, - "ste": { - "value": 0, - "ability": "dex" - }, - "sur": { - "value": 0, - "ability": "wis" - }, - "tec": { - "value": 0, - "ability": "int" - } - }, - "traits": { - "languages": { - "value": [], - "custom": "" - } - }, - "powers": { - "power1": { - "fvalue": 1000, - "fmax": 0, - "foverride": null, - "tvalue": 1000, - "tmax": 0, - "toverride": null - }, - "power2": { - "fvalue": 1000, - "fmax": 0, - "foverride": null, - "tvalue": 1000, - "tmax": 0, - "toverride": null - }, - "power3": { - "fvalue": 1000, - "fmax": 0, - "foverride": null, - "tvalue": 1000, - "tmax": 0, - "toverride": null - }, - "power4": { - "fvalue": 1000, - "fmax": 0, - "foverride": null, - "tvalue": 1000, - "tmax": 0, - "toverride": null - }, - "power5": { - "fvalue": 1000, - "fmax": 0, - "foverride": null, - "tvalue": 1000, - "tmax": 0, - "toverride": null - }, - "power6": { - "fvalue": 1, - "fmax": 0, - "foverride": null, - "tvalue": 1, - "tmax": 0, - "toverride": null - }, - "power7": { - "fvalue": 1, - "fmax": 0, - "foverride": null, - "tvalue": 1, - "tmax": 0, - "toverride": null - }, - "power8": { - "fvalue": 1, - "fmax": 0, - "foverride": null, - "tvalue": 1, - "tmax": 0, - "toverride": null - }, - "power9": { - "fvalue": 1, - "fmax": 0, - "foverride": null, - "tvalue": 1, - "tmax": 0, - "toverride": null - } - }, - "bonuses": { - "mwak": { - "attack": "", - "damage": "" - }, - "rwak": { - "attack": "", - "damage": "" - }, - "mpak": { - "attack": "", - "damage": "" - }, - "rpak": { - "attack": "", - "damage": "" - }, - "abilities": { - "check": "", - "save": "", - "skill": "" - }, - "power": { - "forceLightDC": "", - "forceUnivDC": "", - "forceDarkDC": "", - "techDC": "" - } - } - } - }, - "htmlFields": ["details.biography.value", "details.biography.public"], - "character": { - "templates": ["common", "creature"], - "attributes": { - "death": { - "success": 0, - "failure": 0 - }, - "encumbrance": { - "value": null, - "max": null - }, - "exhaustion": 0, - "inspiration": 0 - }, - "details": { - "background": "", - "xp": { - "value": 0, - "min": 0, - "max": 300 - }, - "appearance": "", - "trait": "", - "ideal": "", - "bond": "", - "flaw": "" - }, - "resources": { - "primary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 - }, - "secondary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 - }, - "tertiary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 - } - }, - "traits": { - "weaponProf": { - "value": [], - "custom": "" - }, - "armorProf": { - "value": [], - "custom": "" - }, - "toolProf": { - "value": [], - "custom": "" - } - } - }, - "npc": { - "templates": ["common", "creature"], - "details": { - "type": "", - "environment": "", - "cr": 1, - "powerForceLevel": 0, - "powerTechLevel": 0, - "xp": { - "value": 10 - }, - "source": "" - }, - "resources": { - "legact": { - "value": 0, - "max": 0 - }, - "legres": { - "value": 0, - "max": 0 - }, - "lair": { - "value": 0, - "initiative": 0 - } - } - }, - "vehicle": { - "templates": ["common"], - "abilities": { - "int": { - "value": 0 - }, - "wis": { - "value": 0 - }, - "cha": { - "value": 0 - } - }, - "attributes": { - "ac": { - "value": null, - "motionless": "" - }, - "actions": { - "stations": false, - "value": 0, - "thresholds": { - "2": null, - "1": null, - "0": null - } - }, - "hp": { - "value": null, - "max": null, - "dt": null, - "mt": null - }, - "capacity": { - "creature": "", - "cargo": 0 - }, - "speed": "" - }, - "traits": { - "size": "lg", - "dimensions": "", - "di": { - "value": ["poison", "psychic"] - }, - "ci": { - "value": ["blinded", "charmed", "deafened", "frightened", "paralyzed", "petrified", "poisoned", "stunned", - "unconscious"] - } - }, - "cargo": { - "crew": [], - "passengers": [] - } - } - }, - "Item": { - "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background", "fightingstyle", "fightingmastery", "lightsaberform"], - "templates": { - "archetypeDescription": { - "className": "", - "description": "", - "source": "" - }, - "backgroundDescription": { - "flavorText": { - "value": "" - }, - "flavorName": { - "value": "" - }, - "flavorDescription": { - "value": "" - }, - "flavorOptions": { - "value": "" - }, - "skillProficiencies": { - "value": "" - }, - "toolProficiencies": { - "value": "" - }, - "languages": { - "value": "" - }, - "equipment": { - "value": "" - }, - "suggestedCharacteristics": { - "value": "" - }, - "featureName": { - "value": "" - }, - "featureText": { - "value": "" - }, - "featOptions": { - "value": "" - }, - "personalityTraitOptions": { - "value": "" - }, - "idealOptions": { - "value": "" - }, - "flawOptions": { - "value": "" - }, - "bondOptions": { - "value": "" - }, - "source": { - "value": "" - } - }, - "itemDescription": { - "description": { - "value": "", - "chat": "", - "unidentified": "" - }, - "source": "" - }, - "classDescription": { - "className": "", - "description": { - "value": "" - } - }, - "fightingmasteryDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "fightingstyleDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "lightsaberformDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "speciesDescription": { - "data": "$characteristics-table", - "description": { - "value": "", - "chat": "", - "unidentified": "" - }, - "traits": "" - }, - "physicalItem": { - "quantity": 1, - "weight": 0, - "price": 0, - "attuned": false, - "attunement": 0, - "equipped": false, - "rarity": "", - "identified": true - }, - "activatedEffect": { - "activation": { - "type": "", - "cost": 0, - "condition": "" - }, - "duration": { - "value": null, - "units": "" - }, - "target": { - "value": null, - "width": null, - "units": "", - "type": "" - }, - "range": { - "value": null, - "long": null, - "units": "" - }, - "uses": { - "value": 0, - "max": 0, - "per": null - }, - "consume": { - "type": "", - "target": null, - "amount": null - } - }, - "action": { - "ability": null, - "actionType": null, - "attackBonus": 0, - "chatFlavor": "", - "critical": null, - "damage": { - "parts": [], - "versatile": "" - }, - "formula": "", - "save": { - "ability": "", - "dc": null, - "scaling": "power" - } - }, - "mountable": { - "armor": { - "value": 10 - }, - "hp": { - "value": 0, - "max": 0, - "dt": null, - "conditions": "" - } - } - }, - "htmlFields": ["description.value", "description.chat", "description.unidentified"], - "archetype": { - "templates": ["archetypeDescription"], - "className": "", - "description": "" - }, - "background": { - "templates": ["backgroundDescription"] - }, - "backpack": { - "templates": ["itemDescription", "physicalItem"], - "capacity": { - "type": "weight", - "value": 0, - "weightless": false - }, - "currency": { - "gc": 0 - } - }, - "class": { - "templates": ["classDescription"], - "className": "", - "levels": 1, - "archetype": "", - "hitDice": "d6", - "hitDiceUsed": 0, - "skills": { - "number": 2, - "choices": [], - "value": [] - }, - "powercasting": "none" - }, - "classfeature": { - "templates": ["itemDescription", "activatedEffect", "action"], - "className": "" - }, - "fightingmastery": { - "templates": ["fightingmasteryDescription"] - }, - "fightingstyle": { - "templates": ["fightingstyleDescription"] - }, - "lightsaberform": { - "templates": ["lightsaberformDescription"] - }, - "consumable": { - "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], - "consumableType": "potion", - "uses": { - "autoDestroy": false - } - }, - "equipment": { - "templates": ["itemDescription", "physicalItem", "activatedEffect", "action", "mountable"], - "armor": { - "type": "light", - "value": 10, - "dex": null - }, - "speed": { - "value": null, - "conditions": "" - }, - "strength": 0, - "stealth": false, - "proficient": true - }, - "feat": { - "templates": ["itemDescription", "activatedEffect", "action"], - "requirements": "", - "recharge": { - "value": null, - "charged": false - } - }, - "loot": { - "templates": ["itemDescription", "physicalItem"] - }, - "species": { - "templates": ["speciesDescription"] - }, - "tool": { - "templates": ["itemDescription", "physicalItem"], - "ability": "int", - "chatFlavor": "", - "proficient": 0 - }, - "power": { - "templates": ["itemDescription", "activatedEffect", "action"], - "level": 1, - "school": "", - "components": { - "value": "", - "vocal": false, - "somatic": false, - "material": false, - "ritual": false, - "concentration": false - }, - "materials": { - "value": "", - "consumed": false, - "cost": 0, - "supply": 0 - }, - "preparation": { - "mode": "prepared", - "prepared": true - }, - "scaling": { - "mode": "none", - "formula": null - } - }, - "weapon": { - "templates": ["itemDescription", "physicalItem" ,"activatedEffect", "action", "mountable"], - "weaponType": "simpleVW", - "properties": {}, - "proficient": true - } - } -} +{ + "Actor": { + "types": ["character", "npc", "vehicle"], + "templates": { + "common": { + "abilities": { + "str": { + "value": 10, + "proficient": 0 + }, + "dex": { + "value": 10, + "proficient": 0 + }, + "con": { + "value": 10, + "proficient": 0 + }, + "int": { + "value": 10, + "proficient": 0 + }, + "wis": { + "value": 10, + "proficient": 0 + }, + "cha": { + "value": 10, + "proficient": 0 + } + }, + "attributes": { + "ac": { + "value": 10 + }, + "hp": { + "value": 10, + "min": 0, + "max": 10, + "temp": 0, + "tempmax": 0 + }, + "init": { + "value": 0, + "bonus": 0 + }, + "movement": { + "burrow": 0, + "climb": 0, + "crawl": 0, + "fly": 0, + "roll": 0, + "space": 0, + "swim": 0, + "turn": 0, + "walk": 30, + "units": "ft", + "hover": false + } + }, + "details": { + "biography": { + "value": "", + "public": "" + } + }, + "traits": { + "size": "med", + "di": { + "value": [], + "custom": "" + }, + "dr": { + "value": [], + "custom": "" + }, + "dv": { + "value": [], + "custom": "" + }, + "ci": { + "value": [], + "custom": "" + } + }, + "currency": { + "gc": 0 + } + }, + "creature": { + "attributes": { + "senses": { + "darkvision": 0, + "blindsight": 0, + "tremorsense": 0, + "truesight": 0, + "units": "ft", + "special": "" + }, + "powercasting": "none", + "force": { + "known": { + "value": 0, + "max": 0 + }, + "points": { + "value": 0, + "min": 0, + "max": 0, + "temp": 0, + "tempmax": 0 + }, + "level": 0 + }, + "tech": { + "known": { + "value": 0, + "max": 0 + }, + "points": { + "value": 0, + "min": 0, + "max": 0, + "temp": 0, + "tempmax": 0 + }, + "level": 0 + } + }, + "details": { + "alignment": "", + "species": "" + }, + "skills": { + "acr": { + "value": 0, + "ability": "dex" + }, + "ani": { + "value": 0, + "ability": "wis" + }, + "ath": { + "value": 0, + "ability": "str" + }, + "dec": { + "value": 0, + "ability": "cha" + }, + "ins": { + "value": 0, + "ability": "wis" + }, + "itm": { + "value": 0, + "ability": "cha" + }, + "inv": { + "value": 0, + "ability": "int" + }, + "lor": { + "value": 0, + "ability": "int" + }, + "med": { + "value": 0, + "ability": "wis" + }, + "nat": { + "value": 0, + "ability": "int" + }, + "pil": { + "value": 0, + "ability": "int" + }, + "prc": { + "value": 0, + "ability": "wis" + }, + "prf": { + "value": 0, + "ability": "cha" + }, + "per": { + "value": 0, + "ability": "cha" + }, + "slt": { + "value": 0, + "ability": "dex" + }, + "ste": { + "value": 0, + "ability": "dex" + }, + "sur": { + "value": 0, + "ability": "wis" + }, + "tec": { + "value": 0, + "ability": "int" + } + }, + "traits": { + "languages": { + "value": [], + "custom": "" + } + }, + "powers": { + "power1": { + "fvalue": 1000, + "fmax": 0, + "foverride": null, + "tvalue": 1000, + "tmax": 0, + "toverride": null + }, + "power2": { + "fvalue": 1000, + "fmax": 0, + "foverride": null, + "tvalue": 1000, + "tmax": 0, + "toverride": null + }, + "power3": { + "fvalue": 1000, + "fmax": 0, + "foverride": null, + "tvalue": 1000, + "tmax": 0, + "toverride": null + }, + "power4": { + "fvalue": 1000, + "fmax": 0, + "foverride": null, + "tvalue": 1000, + "tmax": 0, + "toverride": null + }, + "power5": { + "fvalue": 1000, + "fmax": 0, + "foverride": null, + "tvalue": 1000, + "tmax": 0, + "toverride": null + }, + "power6": { + "fvalue": 1, + "fmax": 0, + "foverride": null, + "tvalue": 1, + "tmax": 0, + "toverride": null + }, + "power7": { + "fvalue": 1, + "fmax": 0, + "foverride": null, + "tvalue": 1, + "tmax": 0, + "toverride": null + }, + "power8": { + "fvalue": 1, + "fmax": 0, + "foverride": null, + "tvalue": 1, + "tmax": 0, + "toverride": null + }, + "power9": { + "fvalue": 1, + "fmax": 0, + "foverride": null, + "tvalue": 1, + "tmax": 0, + "toverride": null + } + }, + "bonuses": { + "mwak": { + "attack": "", + "damage": "" + }, + "rwak": { + "attack": "", + "damage": "" + }, + "mpak": { + "attack": "", + "damage": "" + }, + "rpak": { + "attack": "", + "damage": "" + }, + "abilities": { + "check": "", + "save": "", + "skill": "" + }, + "power": { + "forceLightDC": "", + "forceUnivDC": "", + "forceDarkDC": "", + "techDC": "" + } + } + } + }, + "htmlFields": ["details.biography.value", "details.biography.public"], + "character": { + "templates": ["common", "creature"], + "attributes": { + "death": { + "success": 0, + "failure": 0 + }, + "encumbrance": { + "value": null, + "max": null + }, + "exhaustion": 0, + "inspiration": 0 + }, + "details": { + "background": "", + "originalClass": "", + "xp": { + "value": 0, + "min": 0, + "max": 300 + }, + "appearance": "", + "trait": "", + "ideal": "", + "bond": "", + "flaw": "" + }, + "resources": { + "primary": { + "value": 0, + "max": 0, + "sr": 0, + "lr": 0 + }, + "secondary": { + "value": 0, + "max": 0, + "sr": 0, + "lr": 0 + }, + "tertiary": { + "value": 0, + "max": 0, + "sr": 0, + "lr": 0 + } + }, + "traits": { + "weaponProf": { + "value": [], + "custom": "" + }, + "armorProf": { + "value": [], + "custom": "" + }, + "toolProf": { + "value": [], + "custom": "" + } + } + }, + "npc": { + "templates": ["common", "creature"], + "details": { + "type": { + "value": "", + "subtype": "", + "swarm": "", + "custom": "" + }, + "environment": "", + "cr": 1, + "powerForceLevel": 0, + "powerTechLevel": 0, + "xp": { + "value": 10 + }, + "source": "" + }, + "resources": { + "legact": { + "value": 0, + "max": 0 + }, + "legres": { + "value": 0, + "max": 0 + }, + "lair": { + "value": 0, + "initiative": 0 + } + } + }, + "starship": { + "templates": ["common"], + "attributes": { + "cargcap": 0, + "crewcap": 0, + "cscap": 0, + "death": { + "failure": 0, + "success": 0 + }, + "dr": 0, + "engpow": 1, + "exhaustion": 0, + "hsm": 1, + "hull": { + "die": "", + "dice": 0, + "formula":"", + "value": null, + "max": null + }, + "mods": { + "open": 10, + "max": 10 + }, + "pwrdice": { + "pwrdie": "", + "recovery": 1, + "central": { + "value": 0, + "max": 0 + }, + "comms": { + "value": 0, + "max": 0 + }, + "engines": { + "value": 0, + "max": 0 + }, + "shields": { + "value": 0, + "max": 0 + }, + "sensors": { + "value": 0, + "max": 0 + }, + "weapons": { + "value": 0, + "max": 0 + } + }, + "shld": { + "die": "", + "dice": 0, + "formula":"", + "value": null, + "max": null + }, + "shieldpow": 1, + "sscap": 0, + "suites": { + "open": 0, + "max": 0 + }, + "weaponpow": 1 + }, + "details": { + "tier": 0, + "role": "", + "source": "" + }, + "skills": { + "ast": { + "value": 0, + "ability": "int" + }, + "bst": { + "value": 0, + "ability": "str" + }, + "dat": { + "value": 0, + "ability": "int" + }, + "hid": { + "value": 0, + "ability": "dex" + }, + "imp": { + "value": 0, + "ability": "cha" + }, + "int": { + "value": 0, + "ability": "cha" + }, + "man": { + "value": 0, + "ability": "dex" + }, + "men": { + "value": 0, + "ability": "cha" + }, + "pat": { + "value": 0, + "ability": "con" + }, + "prb": { + "value": 0, + "ability": "int" + }, + "ram": { + "value": 0, + "ability": "str" + }, + "reg": { + "value": 0, + "ability": "con" + }, + "scn": { + "value": 0, + "ability": "wis" + }, + "swn": { + "value": 0, + "ability": "cha" + } + }, + "traits": { + "size": "med" + } + }, + "vehicle": { + "templates": ["common"], + "abilities": { + "int": { + "value": 0 + }, + "wis": { + "value": 0 + }, + "cha": { + "value": 0 + } + }, + "attributes": { + "ac": { + "value": null, + "motionless": "" + }, + "actions": { + "stations": false, + "value": 0, + "thresholds": { + "2": null, + "1": null, + "0": null + } + }, + "hp": { + "value": null, + "max": null, + "dt": null, + "mt": null + }, + "capacity": { + "creature": "", + "cargo": 0 + }, + "speed": "" + }, + "traits": { + "size": "lg", + "dimensions": "", + "di": { + "value": ["poison", "psychic"] + }, + "ci": { + "value": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned", + "unconscious" + ] + } + }, + "cargo": { + "crew": [], + "passengers": [] + } + } + }, + "Item": { + "types": [ + "archetype", + "background", + "backpack", + "class", + "classfeature", + "consumable", + "deployment", + "deploymentfeature", + "equipment", + "feat", + "fightingmastery", + "fightingstyle", + "lightsaberform", + "loot", + "power", + "species", + "starship", + "starshipfeature", + "starshipmod", + "tool", + "venture", + "weapon" + ], + "templates": { + "archetypeDescription": { + "description": "", + "source": "" + }, + "backgroundDescription": { + "flavorText": { + "value": "" + }, + "flavorName": { + "value": "" + }, + "flavorDescription": { + "value": "" + }, + "flavorOptions": { + "value": "" + }, + "skillProficiencies": { + "value": "" + }, + "toolProficiencies": { + "value": "" + }, + "languages": { + "value": "" + }, + "equipment": { + "value": "" + }, + "suggestedCharacteristics": { + "value": "" + }, + "featureName": { + "value": "" + }, + "featureText": { + "value": "" + }, + "featOptions": { + "value": "" + }, + "personalityTraitOptions": { + "value": "" + }, + "idealOptions": { + "value": "" + }, + "flawOptions": { + "value": "" + }, + "bondOptions": { + "value": "" + }, + "source": { + "value": "" + } + }, + "itemDescription": { + "description": { + "value": "", + "chat": "", + "unidentified": "" + }, + "requirements": "", + "source": "" + }, + "classDescription": { + "description": { + "value": "" + } + }, + "fightingmasteryDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "fightingstyleDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "lightsaberformDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "speciesDescription": { + "data": "$characteristics-table", + "description": { + "value": "", + "chat": "", + "unidentified": "" + }, + "source": "", + "traits": "" + }, + "ventureDescription": { + "description": { + "value": "" + }, + "prerequisites": [""], + "source": { + "value": "" + } + }, + "physicalItem": { + "quantity": 1, + "weight": 0, + "price": 0, + "attuned": false, + "attunement": 0, + "equipped": false, + "rarity": "", + "identified": true + }, + "activatedEffect": { + "activation": { + "type": "", + "cost": 0, + "condition": "" + }, + "duration": { + "value": null, + "units": "" + }, + "target": { + "value": null, + "width": null, + "units": "", + "type": "" + }, + "range": { + "value": null, + "long": null, + "units": "" + }, + "uses": { + "value": 0, + "max": 0, + "per": null + }, + "consume": { + "type": "", + "target": null, + "amount": null + } + }, + "action": { + "ability": null, + "actionType": null, + "attackBonus": 0, + "chatFlavor": "", + "critical": null, + "damage": { + "parts": [], + "versatile": "" + }, + "formula": "", + "save": { + "ability": "", + "dc": null, + "scaling": "power" + } + }, + "mountable": { + "armor": { + "value": 10 + }, + "hp": { + "value": 0, + "max": 0, + "dt": null, + "conditions": "" + } + }, + "starshipDescription": { + "description": { + "value": "" + } + }, + "starshipEquipment": { + "capx": { + "value": null + }, + "hpperhd": { + "value": null + }, + "regrateco": { + "value": null + }, + "cscap": { + "value": null + }, + "sscap": { + "value": null + }, + "fuelcostsmod": { + "value": null + }, + "powerdicerec": { + "value": null + }, + "hdclass": { + "value": null + } + } + }, + "htmlFields": [ + "description.value", + "description.chat", + "description.unidentified" + ], + "archetype": { + "templates": ["archetypeDescription"], + "className": "", + "classCasterType": "" + }, + "background": { + "templates": ["backgroundDescription"] + }, + "backpack": { + "templates": ["itemDescription", "physicalItem"], + "capacity": { + "type": "weight", + "value": 0, + "weightless": false + }, + "currency": { + "gc": 0 + } + }, + "class": { + "templates": ["classDescription"], + "className": "", + "levels": 1, + "archetype": "", + "hitDice": "d6", + "hitDiceUsed": 0, + "saves": [], + "skills": { + "number": 2, + "choices": [], + "value": [] + }, + "source": "", + "powercasting": { + "progression": "none", + "ability": "" + } + }, + "classfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + } + }, + "deployment": { + "templates": ["classDescription"], + "flavorText": "", + "source": "" + }, + "deploymentfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + } + }, + "fightingmastery": { + "templates": ["fightingmasteryDescription"] + }, + "fightingstyle": { + "templates": ["fightingstyleDescription"] + }, + "lightsaberform": { + "templates": ["lightsaberformDescription"] + }, + "venture": { + "templates": ["ventureDescription"] + }, + "consumable": { + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action" + ], + "consumableType": "potion", + "uses": { + "autoDestroy": false + } + }, + "equipment": { + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action", + "mountable", + "starshipEquipment" + ], + "armor": { + "type": "light", + "value": 10, + "dex": null + }, + "speed": { + "value": null, + "conditions": "" + }, + "strength": 0, + "stealth": false, + "proficient": true + }, + "feat": { + "templates": ["itemDescription", "activatedEffect", "action"], + "requirements": "", + "recharge": { + "value": null, + "charged": false + } + }, + "loot": { + "templates": ["itemDescription", "physicalItem"] + }, + "species": { + "templates": ["speciesDescription"] + }, + "tool": { + "templates": ["itemDescription", "physicalItem"], + "ability": "int", + "chatFlavor": "", + "proficient": 0 + }, + "power": { + "templates": ["itemDescription", "activatedEffect", "action"], + "level": 1, + "school": "", + "components": { + "value": "", + "vocal": false, + "somatic": false, + "material": false, + "ritual": false, + "concentration": false + }, + "materials": { + "value": "", + "consumed": false, + "cost": 0, + "supply": 0 + }, + "preparation": { + "mode": "prepared", + "prepared": true + }, + "scaling": { + "mode": "none", + "formula": null + } + }, + "starship": { + "templates": ["starshipDescription"], + "size": "", + "tier": 0, + "hullDice": "d6", + "hullDiceStart": 1, + "hullDiceUsed": 0, + "shldDice": "d6", + "shldDiceStart": 1, + "shldDiceUsed": 0, + "pwrDice": "1", + "source": "SotG" + }, + "starshipfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "size": "med", + "tier": 0 + }, + "starshipmod": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + }, + "system": { + "value": "" + }, + "grade": { + "value": "" + }, + "basecost": { + "value": "" + }, + "prerequisites": { + "value": "" + } + }, + "weapon": { + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action", + "mountable" + ], + "weaponType": "simpleVW", + "properties": {}, + "proficient": true + } + } +} diff --git a/templates/actors/newActor/character-sheet.html b/templates/actors/newActor/character-sheet.html index 0fac8d59..9983d562 100644 --- a/templates/actors/newActor/character-sheet.html +++ b/templates/actors/newActor/character-sheet.html @@ -63,7 +63,10 @@ {{!-- HIT DICE / SHORT & LONG REST BUTTONS --}}
-

{{ localize "SW5E.HitDice" }}

+

+ {{ localize "SW5E.HitDice" }} + +

{{data.attributes.hd}} / @@ -147,4 +150,5 @@
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html"}}
+
\ No newline at end of file diff --git a/templates/actors/newActor/expanded-limited-sheet.html b/templates/actors/newActor/expanded-limited-sheet.html index 8c8a46b3..2204b0fd 100644 --- a/templates/actors/newActor/expanded-limited-sheet.html +++ b/templates/actors/newActor/expanded-limited-sheet.html @@ -137,4 +137,5 @@
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html"}}
+ \ No newline at end of file diff --git a/templates/actors/newActor/item.hbs b/templates/actors/newActor/item.hbs index cdd84ff9..d94cd26b 100644 --- a/templates/actors/newActor/item.hbs +++ b/templates/actors/newActor/item.hbs @@ -1,4 +1,4 @@ -
  • +
  • {{item.name}}

    diff --git a/templates/actors/newActor/limited-sheet.html b/templates/actors/newActor/limited-sheet.html index 69ae83eb..40ca7a3c 100644 --- a/templates/actors/newActor/limited-sheet.html +++ b/templates/actors/newActor/limited-sheet.html @@ -13,11 +13,11 @@

    Description

    - {{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable}} + {{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable rollData=rollData}}

    Background

    - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
    diff --git a/templates/actors/newActor/npc-sheet.html b/templates/actors/newActor/npc-sheet.html index 06ce97c5..463c6d57 100644 --- a/templates/actors/newActor/npc-sheet.html +++ b/templates/actors/newActor/npc-sheet.html @@ -21,8 +21,10 @@ {{lookup config.actorSizes data.traits.size}} - +
    + {{labels.type}} + +
    @@ -90,18 +92,18 @@
      {{#each data.abilities as |ability id|}}
    1. -

      {{ability.label}}

      +

      {{ability.label}}

      {{numberFormat ability.mod decimals=0 sign=true}} + title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}} {{numberFormat ability.save decimals=0 sign=true}} + title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}
    2. {{/each}} @@ -111,18 +113,20 @@

      {{localize "SW5E.Skills"}}

        - {{#each data.skills as |skill s|}} -
      1. - - - {{skill.label}} - {{skill.ability}} - {{numberFormat skill.total decimals=0 sign=true}} - {{!-- --}} - {{!-- ({{skill.passive}}) --}} -
      2. + {{#each config.skills as |label s|}} + {{#with (lookup ../data.skills s) as |skill|}} +
      3. + + + {{label}} + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + {{!-- --}} + {{!-- ({{skill.passive}}) --}} +
      4. + {{/with}} {{/each}}
      @@ -191,7 +195,7 @@

      {{localize "SW5E.Biography"}}

      - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
      diff --git a/templates/actors/newActor/parts/swalt-active-effects.html b/templates/actors/newActor/parts/swalt-active-effects.html index d712928d..70be6e1b 100644 --- a/templates/actors/newActor/parts/swalt-active-effects.html +++ b/templates/actors/newActor/parts/swalt-active-effects.html @@ -3,8 +3,8 @@ {{#each effects as |section sid|}}
    3. {{localize section.label}}

      -
      Source
      -
      Duration
      +
      {{localize "SW5E.Source"}}
      +
      {{localize "SW5E.Duration"}}
      {{localize "SW5E.Add"}} diff --git a/templates/actors/newActor/parts/swalt-biography.html b/templates/actors/newActor/parts/swalt-biography.html index 104e0aaa..03591c8b 100644 --- a/templates/actors/newActor/parts/swalt-biography.html +++ b/templates/actors/newActor/parts/swalt-biography.html @@ -1,22 +1,22 @@

      {{localize "SW5E.PersonalityTraits" }}

      - {{editor content=data.details.trait target="data.details.trait" button=true owner=owner editable=editable}} + {{editor content=data.details.trait target="data.details.trait" button=true owner=owner editable=editable rollData=rollData}}

      {{localize "SW5E.Ideals" }}

      - {{editor content=data.details.ideal target="data.details.ideal" button=true owner=owner editable=editable}} + {{editor content=data.details.ideal target="data.details.ideal" button=true owner=owner editable=editable rollData=rollData}}

      {{localize "SW5E.Bonds" }}

      - {{editor content=data.details.bond target="data.details.bond" button=true owner=owner editable=editable}} + {{editor content=data.details.bond target="data.details.bond" button=true owner=owner editable=editable rollData=rollData}}

      {{localize "SW5E.Flaws" }}

      - {{editor content=data.details.flaw target="data.details.flaw" button=true owner=owner editable=editable}} + {{editor content=data.details.flaw target="data.details.flaw" button=true owner=owner editable=editable rollData=rollData}}

      {{localize "SW5E.Description" }}

      - {{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable}} + {{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable rollData=rollData}}

      {{localize "SW5E.Background" }}

      - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
      \ No newline at end of file diff --git a/templates/actors/newActor/parts/swalt-core.html b/templates/actors/newActor/parts/swalt-core.html index cc0861be..0f8a1dfe 100644 --- a/templates/actors/newActor/parts/swalt-core.html +++ b/templates/actors/newActor/parts/swalt-core.html @@ -5,18 +5,18 @@
        {{#each data.abilities as |ability id|}}
      1. -

        {{ability.label}}

        +

        {{ability.label}}

        {{numberFormat ability.mod decimals=0 sign=true}} + title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}} {{numberFormat ability.save decimals=0 sign=true}} + title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}
      2. {{/each}} @@ -26,18 +26,20 @@

        {{localize "SW5E.Skills" }}

          - {{#each data.skills as |skill s|}} -
        1. - - - {{skill.label}} - {{skill.ability}} - {{numberFormat skill.total decimals=0 sign=true}} - {{!-- --}} - {{!-- ({{skill.passive}}) --}} -
        2. + {{#each config.skills as |label s|}} + {{#with (lookup ../data.skills s) as |skill|}} +
        3. + + + {{label}} + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + {{!-- --}} + {{!-- ({{skill.passive}}) --}} +
        4. + {{/with}} {{/each}}
        diff --git a/templates/actors/newActor/parts/swalt-crew.html b/templates/actors/newActor/parts/swalt-crew.html new file mode 100644 index 00000000..16c50787 --- /dev/null +++ b/templates/actors/newActor/parts/swalt-crew.html @@ -0,0 +1,91 @@ +
        + + +
          +
        • {{localize "SW5E.Filter"}}
        • +
        • {{localize "SW5E.Action"}}
        • +
        • {{localize "SW5E.BonusAction"}}
        • +
        • {{localize "SW5E.Reaction"}}
        • +
        + + +
          + {{#each sections as |section sid|}} +
        1. +
          + + {{#if section.hasActions}} +
          {{localize "SW5E.Uses"}}
          +
          {{localize "SW5E.Usage"}}
          + {{/if}} + + +
          +
            + {{#each section.items as |item iid|}} +
          1. +
            +
            +

            {{item.name}}

            +
            + + {{#if section.hasActions}} +
            + {{#if item.isOnCooldown}} + {{item.labels.recharge}} + {{else if item.data.recharge.value}} + {{localize "SW5E.Charged"}} + + {{else if item.hasUses}} + /{{item.data.uses.max}} + {{/if}} +
            + +
            + {{#if item.data.activation.type }} + {{item.labels.activation}} + {{/if}} +
            + + {{else if section.isClass}} +
            HD: + + +
            +
            + {{localize "SW5E.Level"}} {{item.data.levels}}       + +
            + {{/if}} + + {{#if ../../owner}} +
            + + +
            + {{/if}} +
          2. + {{/each}} +
          +
        2. + {{/each}} +
        +
        \ No newline at end of file diff --git a/templates/actors/newActor/parts/swalt-features.html b/templates/actors/newActor/parts/swalt-features.html index dd17c75f..5c7d9b63 100644 --- a/templates/actors/newActor/parts/swalt-features.html +++ b/templates/actors/newActor/parts/swalt-features.html @@ -19,8 +19,12 @@ {{#if ../owner}} - {{localize "SW5E.Add"}} - + {{localize "SW5E.Add"}} +   + + {{localize "SW5E.Collapse"}} + {{/if}}
      {{#if section.hasActions}} @@ -30,12 +34,15 @@
  • -
      +
        {{#each section.items as |item iid|}}
      1. -
        -

        {{item.name}}

        +
        +

        + {{item.name}} + {{#if item.isOriginalClass}} {{/if}} +

        {{#if section.hasActions}} @@ -57,18 +64,25 @@
    {{else if section.isClass}} -
    - {{item.data.archetype}} +
    HD: + +
    - Level {{item.data.levels}} + {{localize "SW5E.Level"}} {{item.data.levels}}       +
    {{/if}} {{#if ../../owner}}
    - - + +
    {{/if}} diff --git a/templates/actors/newActor/parts/swalt-force-powerbook.html b/templates/actors/newActor/parts/swalt-force-powerbook.html index d1f569dc..b5abf977 100644 --- a/templates/actors/newActor/parts/swalt-force-powerbook.html +++ b/templates/actors/newActor/parts/swalt-force-powerbook.html @@ -110,7 +110,7 @@
    {{#if labels.target}} {{labels.target}} - {{else}}None + {{else}}{{localize 'SW5E.None'}} {{/if}}
    @@ -120,8 +120,8 @@ {{/if}} - - + +
    {{/if}} diff --git a/templates/actors/newActor/parts/swalt-inventory.html b/templates/actors/newActor/parts/swalt-inventory.html index c1f835c8..b7dd1284 100644 --- a/templates/actors/newActor/parts/swalt-inventory.html +++ b/templates/actors/newActor/parts/swalt-inventory.html @@ -63,9 +63,12 @@

    {{item.name~}} {{~#if item.isStack}} ({{item.data.quantity}}){{/if}} - {{~#if item.data.attuned}} {{/if}}

    + {{#if item.attunement}} +
    + +
    + {{/if}} {{#if ../../isCharacter}} diff --git a/templates/actors/newActor/parts/swalt-notes.html b/templates/actors/newActor/parts/swalt-notes.html index 3d007d32..086ca6a9 100644 --- a/templates/actors/newActor/parts/swalt-notes.html +++ b/templates/actors/newActor/parts/swalt-notes.html @@ -3,31 +3,29 @@ - {{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable}} -
    - + {{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable rollData=rollData}} \ No newline at end of file diff --git a/templates/actors/newActor/parts/swalt-resources.html b/templates/actors/newActor/parts/swalt-resources.html index 521779f6..1297b8b7 100644 --- a/templates/actors/newActor/parts/swalt-resources.html +++ b/templates/actors/newActor/parts/swalt-resources.html @@ -9,28 +9,28 @@ - {{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable rollData=rollData}}
    - {{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable}} + {{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable rollData=rollData}}
    \ No newline at end of file diff --git a/templates/actors/newActor/parts/swalt-tech-powerbook.html b/templates/actors/newActor/parts/swalt-tech-powerbook.html index 5264ae94..a3cc313e 100644 --- a/templates/actors/newActor/parts/swalt-tech-powerbook.html +++ b/templates/actors/newActor/parts/swalt-tech-powerbook.html @@ -92,7 +92,7 @@
    {{#if labels.target}} {{labels.target}} - {{else}}None + {{else}}{{localize 'SW5E.None'}} {{/if}}
    @@ -102,8 +102,8 @@ {{/if}} - - + + {{/if}} diff --git a/templates/actors/newActor/parts/swalt-traits.html b/templates/actors/newActor/parts/swalt-traits.html index 2c53b74d..a1efa627 100644 --- a/templates/actors/newActor/parts/swalt-traits.html +++ b/templates/actors/newActor/parts/swalt-traits.html @@ -1,194 +1,193 @@
    -
    - {{#each resources as |res|}} -
    -

    - -

    -
    - - / - -
    -
    - - -
    -
    - {{/each}} +
    + {{#each resources as |res|}} +
    +

    + +

    +
    + + / + +
    +
    + + +
    +
    + {{/each}} -
    -
    -
    -

    {{ localize "SW5E.DeathSave" }}

    -
    -
    - - -
    -
    - - -
    -
    -
    -
    -

    {{ localize "SW5E.Exhaustion" }}

    -
    - -
    -
    -
    -

    {{ localize "SW5E.Inspiration" }}

    -
    - -
    -
    -
    -
    - - {{#if isNPC}} +
    +
    +
    +

    {{ localize "SW5E.DeathSave" }}

    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +

    {{ localize "SW5E.Exhaustion" }}

    +
    + +
    +
    +
    +

    {{ localize "SW5E.Inspiration" }}

    +
    + +
    +
    +
    +
    + {{#if isNPC}} + + {{/if}} + +
    + + + + +
      + {{#each data.traits.languages.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    {{#unless isVehicle}} - - -
      - {{#each senses as |v k|}} -
    • {{v}}
    • - {{/each}} -
    +
    + + +
    {{/unless}} - -
    - - - - -
      - {{#each data.traits.languages.selected as |v k|}} -
    • {{v}}
    • + +
      + + + + +
        + {{#each data.traits.armorProf.selected as |v k|}} +
      • {{v}}
      • {{/each}} -
      -
      - {{#unless isVehicle}} -
      - - -
      - {{/unless}} +
    +
    +
    + + + + +
      + {{#each data.traits.toolProf.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    +
    + + + + +
      + {{#each data.traits.weaponProf.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    +
    + + + + +
      + {{#each data.traits.di.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    +
    + + + + +
      + {{#each data.traits.dr.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    +
    + + + + +
      + {{#each data.traits.dv.selected as |v k|}} +
    • {{v}}
    • + {{/each}} +
    +
    -
    - - - - -
      - {{#each data.traits.armorProf.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    -
    - - - - -
      - {{#each data.traits.toolProf.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    -
    - - - - -
      - {{#each data.traits.weaponProf.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    -
    - - - - -
      - {{#each data.traits.di.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    -
    - - - - -
      - {{#each data.traits.dr.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    -
    - - - - -
      - {{#each data.traits.dv.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    - -
    - - - - -
      - {{#each data.traits.ci.selected as |v k|}} -
    • {{v}}
    • - {{/each}} -
    -
    {{#if isCharacter}} - - {{/if}} -
      -
      +
      + + + + +
        + {{#each data.traits.ci.selected as |v k|}} +
      • {{v}}
      • + {{/each}} +
      +
      +
        +
        +
        \ No newline at end of file diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html new file mode 100644 index 00000000..5738742c --- /dev/null +++ b/templates/actors/newActor/starship.html @@ -0,0 +1,321 @@ +
        + + {{!-- Starship Sheet Header --}} +
        + +

        + +

        +
        +
        + {{ localize "SW5E.StarshipTier" }} + +
        + +
        +
        + + {{lookup config.actorSizes data.traits.size}} + + {{lookup config.starshipRolessm data.details.role}} + +
        +
        + {{!-- ARMOR CLASS --}} +
        +

        {{ localize "SW5E.ArmorClass" }}

        +
        + +
        +
        + {{ localize "SW5E.Proficiency" }} + {{numberFormat data.attributes.prof decimals=0 sign=true}} +
        +
        + + {{!-- HULL POINTS --}} +
        +

        {{ localize "SW5E.HullPoints" }}

        +
        + + / + +
        +
        + +
        +
        + + {{!-- SHIELD POINTS --}} +
        +

        {{ localize "SW5E.ShieldPoints" }}

        +
        + + / + +
        +
        + +
        +
        + + {{!-- SPEED / MOVEMENT TYPES --}} + +
        +

        {{ localize "SW5E.Movement" }} + +

        +
        + {{data.attributes.movement.space}} {{data.attributes.movement.units}} +
        +
        + Turning Speed: {{data.attributes.movement.turn}} {{data.attributes.movement.units}} +
        +
        +
        + +
        + + {{!-- Starship Sheet Navigation --}} + + + {{!-- Starship Sheet Body --}} +
        +
        +
        + {{!-- Ability Scores --}} +
        +

        {{localize "SW5E.AbilityScores" }}

        +
          + {{#each data.abilities as |ability id|}} +
        1. +

          {{ability.label}}

          + +
          + {{numberFormat ability.mod decimals=0 sign=true}} + + + {{numberFormat ability.save decimals=0 sign=true}} +
          +
        2. + {{/each}} +
        +
        + {{!-- Skills --}} +
        +

        {{localize "SW5E.Skills"}}

        +
          + {{#each data.skills as |skill s|}} +
        1. + + + {{skill.label}} + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + {{!-- --}} + {{!-- ({{skill.passive}}) --}} +
        2. + {{/each}} +
        +
        +
        + +
        +

        Resources and Traits

        +
        + + +
        + + + +
        + + +
        + +
        + + +
        +

        {{localize "SW5E.PowerRouting"}}

        +
        + + + +
        +
        +
        +

        {{ localize "SW5E.DestructionSave" }}

        +
        +
        + + +
        +
        + + +
        +
        +
        +
        +

        {{ localize "SW5E.SystemDrainage" }}

        +
        + +
        +
        +

        {{localize "SW5E.StarshipmodPl"}}

        +
        + + +
        + +
        +
        +
        + {{!-- Cargo & Crew --}} +
        + {{> 'systems/sw5e/templates/actors/newActor/parts/swalt-crew.html'}} +
        + + {{!-- Features Tab --}} +
        + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}} +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}} +
        + +
        +
        \ No newline at end of file diff --git a/templates/actors/newActor/vehicle-sheet.html b/templates/actors/newActor/vehicle-sheet.html index bbbff5d7..c0214b6e 100644 --- a/templates/actors/newActor/vehicle-sheet.html +++ b/templates/actors/newActor/vehicle-sheet.html @@ -158,7 +158,7 @@
        {{editor content=data.details.biography.value target='data.details.biography.value' - button=true owner=owner editable=editable}} + button=true owner=owner editable=editable rollData=rollData}}
        diff --git a/templates/actors/oldActor/character-sheet.html b/templates/actors/oldActor/character-sheet.html index fe66b89b..9bda3baa 100644 --- a/templates/actors/oldActor/character-sheet.html +++ b/templates/actors/oldActor/character-sheet.html @@ -60,8 +60,11 @@ -
      • -

        {{ localize "SW5E.HitDice" }}

        +
      • +

        + {{ localize "SW5E.HitDice" }} + +

        @@ -132,10 +135,10 @@

        {{ability.label}}

        - {{numberFormat ability.mod decimals=0 sign=true}} + {{numberFormat ability.mod decimals=0 sign=true}} {{{ability.icon}}} - {{numberFormat ability.save decimals=0 sign=true}} + {{numberFormat ability.save decimals=0 sign=true}}
      • {{/each}} @@ -143,15 +146,17 @@ {{!-- Skills --}}
          - {{#each data.skills as |skill s|}} -
        • - - {{{skill.icon}}} -

          {{skill.label}}

          - {{skill.ability}} - {{numberFormat skill.total decimals=0 sign=true}} - ({{skill.passive}}) -
        • + {{#each config.skills as |label s|}} + {{#with (lookup ../data.skills s) as |skill|}} +
        • + + {{{skill.icon}}} +

          {{label}}

          + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + ({{skill.passive}}) +
        • + {{/with}} {{/each}}
        @@ -166,16 +171,16 @@ placeholder="{{res.placeholder}}" />
        -
        @@ -251,7 +256,7 @@
        - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
        diff --git a/templates/actors/oldActor/limited-sheet.html b/templates/actors/oldActor/limited-sheet.html index 3ece51c7..ac2f4250 100644 --- a/templates/actors/oldActor/limited-sheet.html +++ b/templates/actors/oldActor/limited-sheet.html @@ -14,7 +14,7 @@ {{!-- Sheet Body --}}
        - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
        diff --git a/templates/actors/oldActor/npc-sheet.html b/templates/actors/oldActor/npc-sheet.html index bd1c6cc8..7d99d4e5 100644 --- a/templates/actors/oldActor/npc-sheet.html +++ b/templates/actors/oldActor/npc-sheet.html @@ -27,8 +27,9 @@
      • -
      • - +
      • + {{labels.type}} +
      • @@ -97,10 +98,10 @@

        {{ability.label}}

        - {{numberFormat ability.mod decimals=0 sign=true}} + {{numberFormat ability.mod decimals=0 sign=true}} {{{ability.icon}}} - {{numberFormat ability.save decimals=0 sign=true}} + {{numberFormat ability.save decimals=0 sign=true}}
      • {{/each}} @@ -108,15 +109,17 @@ {{!-- Skills --}}
          - {{#each data.skills as |skill s|}} -
        • - - {{{skill.icon}}} -

          {{skill.label}}

          - {{skill.ability}} - {{numberFormat skill.total decimals=0 sign=true}} - ({{skill.passive}}) -
        • + {{#each config.skills as |label s|}} + {{#with (lookup ../data.skills s) as |skill|}} +
        • + + {{{skill.icon}}} +

          {{label}}

          + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + ({{skill.passive}}) +
        • + {{/with}} {{/each}}
        @@ -172,7 +175,7 @@ {{!-- Biography Tab --}}
        - {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable}} + {{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
        diff --git a/templates/actors/oldActor/parts/actor-features.html b/templates/actors/oldActor/parts/actor-features.html index 491181b7..58796acf 100644 --- a/templates/actors/oldActor/parts/actor-features.html +++ b/templates/actors/oldActor/parts/actor-features.html @@ -38,7 +38,10 @@
      • -

        {{item.name}}

        +

        + {{item.name}} + {{#if item.isOriginalClass}} {{/if}} +

        {{#if section.hasActions}} @@ -52,7 +55,6 @@ / {{item.data.uses.max}} {{/if}} -
        {{#if item.data.activation.type }} {{item.labels.activation}} @@ -99,14 +101,14 @@ {{item.data.archetype}}
        - Level {{item.data.levels}} + {{localize "SW5E.Level"}} {{item.data.levels}}
        {{/if}} {{#if section.columns}} {{#each section.columns}}
        - {{#with (getProperty item property)}} + {{#with (lookup item property)}} {{#if ../editable}} @@ -126,8 +128,8 @@ {{/if}} - - + +
        {{/if}}
      • diff --git a/templates/actors/oldActor/parts/actor-inventory.html b/templates/actors/oldActor/parts/actor-inventory.html index ddea2274..956bfdaa 100644 --- a/templates/actors/oldActor/parts/actor-inventory.html +++ b/templates/actors/oldActor/parts/actor-inventory.html @@ -59,11 +59,15 @@ {{else}}
        -

        - {{item.name~}} - {{~#if item.isStack}} ({{item.data.quantity}}){{/if}} - {{~#if item.data.attuned}} {{/if}} -

        +

        + {{item.name~}} + {{~#if item.isStack}} ({{item.data.quantity}}){{/if}} +

        + {{#if item.attunement}} +
        + +
        + {{/if}} {{/if}} diff --git a/templates/actors/oldActor/parts/actor-notes.html b/templates/actors/oldActor/parts/actor-notes.html index bf324679..fb66d046 100644 --- a/templates/actors/oldActor/parts/actor-notes.html +++ b/templates/actors/oldActor/parts/actor-notes.html @@ -28,6 +28,4 @@ placeholder="Additional Notes" /> {{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable}} - - \ No newline at end of file diff --git a/templates/actors/oldActor/parts/actor-powerbook.html b/templates/actors/oldActor/parts/actor-powerbook.html index fa4bac9f..1498d7cd 100644 --- a/templates/actors/oldActor/parts/actor-powerbook.html +++ b/templates/actors/oldActor/parts/actor-powerbook.html @@ -1,7 +1,7 @@
        {{#unless isNPC}} - + {{else}} {{#if labels.target}} {{labels.target}} - {{else}}None + {{else}}{{localize 'SW5E.None'}} {{/if}}
        @@ -95,8 +95,8 @@ {{#if section.canPrepare}} {{/if}} - - + +
        {{/if}} diff --git a/templates/actors/oldActor/vehicle-sheet.html b/templates/actors/oldActor/vehicle-sheet.html index 618fd3fb..6b33b41a 100644 --- a/templates/actors/oldActor/vehicle-sheet.html +++ b/templates/actors/oldActor/vehicle-sheet.html @@ -158,7 +158,7 @@
        {{editor content=data.details.biography.value target='data.details.biography.value' - button=true owner=owner editable=editable}} + button=true owner=owner editable=editable rollData=rollData}}
        diff --git a/templates/actors/parts/active-effects.html b/templates/actors/parts/active-effects.html index f01d7416..26ce515a 100644 --- a/templates/actors/parts/active-effects.html +++ b/templates/actors/parts/active-effects.html @@ -2,8 +2,8 @@ {{#each effects as |section sid|}}
      • {{localize section.label}}

        -
        Source
        -
        Duration
        +
        {{localize "SW5E.Source"}}
        +
        {{localize "SW5E.Duration"}}
        {{localize "SW5E.Add"}} diff --git a/templates/apps/actor-flags.html b/templates/apps/actor-flags.html index 2cbeeff4..93d0c826 100644 --- a/templates/apps/actor-flags.html +++ b/templates/apps/actor-flags.html @@ -2,6 +2,15 @@

        {{localize 'SW5E.FlagsInstructions'}}

        +

        {{localize "SW5E.ItemTypeClass"}}

        +
        + + +

        {{localize "SW5E.ClassMakeOriginalHint"}}

        +
        + {{#each flags as |fs section|}}

        {{localize section}}

        {{#each fs as |flag key|}} diff --git a/templates/apps/actor-type.html b/templates/apps/actor-type.html new file mode 100644 index 00000000..53534ec2 --- /dev/null +++ b/templates/apps/actor-type.html @@ -0,0 +1,38 @@ +
        + + +
        + +
          + {{#each types as |type key|}} +
        • + +
        • + {{/each}} +
        • + + + +
        • +
        • + + +
        • +
        +
        + +
        + + +
        + + +
        + diff --git a/templates/apps/hit-dice-config.html b/templates/apps/hit-dice-config.html new file mode 100644 index 00000000..fc975283 --- /dev/null +++ b/templates/apps/hit-dice-config.html @@ -0,0 +1,23 @@ +
        +

        {{ localize "SW5E.HitDiceConfigHint" }}

        + {{#each classes}} +
        + +
        + + + / + + + + +
        +
        + {{/each}} +
        + + +
        +
        diff --git a/templates/apps/long-rest.html b/templates/apps/long-rest.html index 464204a6..302bc7f6 100644 --- a/templates/apps/long-rest.html +++ b/templates/apps/long-rest.html @@ -1,11 +1,11 @@
        -

        Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.

        +

        {{ localize "SW5E.LongRestHint" }}

        {{#if promptNewDay}}
        - + -

        Recover limited use abilities which recharge "per day"?

        +

        {{ localize "SW5E.NewDayHint" }}

        {{/if}} diff --git a/templates/apps/movement-config.html b/templates/apps/movement-config.html index 75dd9e5f..ae6c89ba 100644 --- a/templates/apps/movement-config.html +++ b/templates/apps/movement-config.html @@ -12,14 +12,26 @@
        +
        + + +
        +
        + + +
        +
        + + +
        + +
        +
      • + {{/each}} + + \ No newline at end of file diff --git a/templates/apps/short-rest.html b/templates/apps/short-rest.html index f9f91c5f..759ce52f 100644 --- a/templates/apps/short-rest.html +++ b/templates/apps/short-rest.html @@ -11,7 +11,7 @@ {{/select}} {{#unless canRoll}} @@ -21,9 +21,9 @@ {{#if promptNewDay}}
        - + -

        Recover limited use abilities which recharge "per day"?

        +

        {{ localize "SW5E.NewDayHint" }}

        {{/if}} diff --git a/templates/chat/item-card.html b/templates/chat/item-card.html index faafcceb..1c2b3016 100644 --- a/templates/chat/item-card.html +++ b/templates/chat/item-card.html @@ -1,4 +1,4 @@ -
        @@ -39,6 +39,11 @@ {{#if hasAreaTarget}} {{/if}} + + + {{#if isTool}} + + {{/if}}